From cfd81b5ce94dbc251f1fdf6f596659d281041bc9 Mon Sep 17 00:00:00 2001 From: Fr0zka Date: Tue, 15 Sep 2026 11:31:09 +0200 Subject: [PATCH] docs(work-next): state after 2026-09-15 -- gameplay fixes, correctness, perf, current cost map Records the playtest-driven fixes (strate crossing, sealed-rock proof, option B floors, gap D-floors), the cold-audit correctness round (including the tile-cache determinism bug), the perf gains measured against committed-tip DLLs (static worker ~184 s -> ~28 s over the whole push, same world), the current remove-one cost map, and the parked exact-cull branch. Co-Authored-By: Claude Opus 5 Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y --- WORK-NEXT.md | 31 +++++++++++++++++++++++++++++++ 1 file changed, 31 insertions(+) diff --git a/WORK-NEXT.md b/WORK-NEXT.md index c2632d6..c35c5c9 100644 --- a/WORK-NEXT.md +++ b/WORK-NEXT.md @@ -208,6 +208,37 @@ the field, so these mix computation cost with the cost of the geometry each comp changing merge of the warped SDF and the world-space core); a real per-tile candidate filter designed to cost nothing per sample; the cold read-only audit's findings. +## State after 2026-09-15 (HEAD `a668833`) + +**Gameplay fixes, from the owner's playtest:** +- `4c8d06f` the player can walk from one strate into the next. `StrateContentCutMinLevel` + defaulted to 0, which content-cut the LOD0 collision tiles, so the collision gate blocked the + passage: a deadlock. Regression test `-voxel.TestStrateCrossing=1`. +- `39c306b` its +29% cost recovered by an exact sealed-rock proof (`TryProveSealedSolidTile`). +- `cf2b2ad` tunnel floors, option B (the owner's choice): no staircases; steep tunnels WIND + (walk-critical, a reserved spanning forest) or get a few big climbable DROPS (only leaf/redundant + edges). Visual acceptance is the owner's in-game check; the renders did not show it. +- `9260775` passage D-floors were missing inside gap chunks (a real bug since `adb34df`), plus + two stale tests corrected. + +**Correctness:** `8879045` fixed the cold audit's findings (`AUDIT-COLD-2026-09-14.md`), including +a determinism bug introduced by the tile-cache work (a moved-from operator stack could be evaluated +on a cache miss), plus cache world-identity, lifetimes and input guards. + +**Performance since `7ece3ce`** (each measured against the committed tip's DLL, exact field): +`ce4d878` landing/structural reach -12%; `1d824aa` cave warp SIMD batching -4%; `a668833` +tunnel-core tile reach + passage-carving 8^3 reach -1.3 to -2.6%. Static worker time is now ~28 s, +from ~184 s at the start of the push, with the same world and capability. + +**Current cost map** (`0208e93`, remove-one, static): tunnel core 20.8%, tunnel SDF 12.6%, passage +carving 9.1%, cave warp 6.7%, structural posts 6.6%, unattributed ~28%. The tunnel core is +near-dominated (~99% of its cycles are in tiles near tunnels), so exact skips cannot remove it. The +next lever is the field-changing SDF/core merge (in progress), which will also add an automation +test for the reach proofs. + +**Parked:** `wip/exact-cull-20260914` (per-sample culls, a 23% always-on regression; only its gate +fix was ported). + ### Open design questions for the owner - All five strate slots resolve to `DA_Strate3`. Intended? - Should a composer roll be allowed to overwrite an explicitly authored value?