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