wip(assembler): round S3 -- far ground from the native heightfield; LOD7/8 tiles 36-66% cheaper
Far-shell repair (81-96% of S2's LOD7/8 tile time) is skipped for certified SurfaceWorld tiles; ground and cap come from the shared planar heightfield. Near LOD0-3 hashes equal S2; far recipe version 1 salts LOD5+ identities. Cold first view 6.6 -> 3.4 s (aim 1.57 s). Not a visual sign-off: distant cap shows floating pieces, sprint streaming arrives late. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -1364,6 +1364,37 @@ Validation compares complete placement transforms and canonical anchor residuals
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clears an isolated populated HISM fixture under BuildHost null RHI. These CPU costs do not measure
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rendering or GPU upload. See the Round 6 report for results and limits.
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### 8.24 Shared native far horizon — World Assembler M3 Round 7
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The shared Core tile generator reads each family declaration from the immutable assembly snapshot.
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`WorldAssemblyPlanV1::strates` declares SurfaceWorld ground and cap profiles through `Heightfield2D`;
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`floatingIslands` declares bounded 3D features and has no planar ground/cap datum. This keeps the
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horizon rule in the shared worker path while allowing each family to provide the shape it can prove.
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At LOD5 and above, an unedited SurfaceWorld tile builds its ground from the native heightfield on
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a globally aligned 128-voxel grid, using the tile step below 128. The cap remains on the 128-voxel
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grid so adjacent far levels share samples. Ground and cap are clipped to the tile-Z bounds and to
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`cap >= ground`; shared ground vertices replace nearby upward-facing coarse MC ground triangles,
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while existing ceiling seam skirts remain. At LOD7/8, a tile that intersects a native SurfaceWorld
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profile but intersects no island plan skips the derived stratum/connector repair
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shells: the exact native ground and cap already provide its exterior closure. Player-edited tiles
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keep the real edited field and repair path at every visible LOD. Islands-only and mixed island tiles
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keep the shared 3D field and far-shell path.
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For the 3D connector repair path, LOD7/8 use the same 256-voxel axial station/ring spacing. LOD6 and
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nearer far-shell work retain 128-voxel stations. This reduces source-field probes while keeping a
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continuous repair mesh at the resolution used by the far tile. It does not alter canonical density
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arithmetic, feature order, water datum, `Epoch`, `ModsLock`, task ownership, collision policy, or the
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Core-off legacy route. All horizon work runs on the resolved immutable worker snapshot.
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`TileGenerationStats` exposes classification, XY column, MC meshing, shell and horizon times, repair
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field calls, skipped repairs and replaced ground triangles. `farHorizonVersion` is part of the tile
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generation recipe and salts far mesh, payload and topology hashes at LOD5+; it does not salt density
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or LOD0–LOD3 identities. Increase it when changing far geometry again. Round 7's staged owner checks
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measure eight warmed keys per LOD and compare the shared LOD7/8 surface lattice against exact near-field
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density roots, including a 100 cm datum-offset negative control. See
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`Standalone/Research/WorldAssemblerM3/Round7/REPORT.md` for results and the visual evidence limits.
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## 9. Multiplayer model (listen-server first, dedicated-friendly)
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> **Status: transport is DESIGN ONLY — nothing is networked in-tree yet** (no `Replicated`/`HasAuthority`/RPCs; a
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