feat(editor): walk a composed candidate in PIE + why rooms read angular
PART B -- the thing Jahni asked for: "any way to test those in game?" A candidate existed only as measurements and PNGs. Now he can stand in one. Select the VoxelWorld actor in PIE -> Live Edit|Composer -> ComposerSeed / ComposerCandidateIndex / ComposerTargetStrateIndex / bComposerRollStructure -> click Apply Composer Candidate. The button and the automation tests call the SAME roll wrapper, which was the load-bearing requirement: a second roll path could drift, and then he would be judging a different world than the contact sheet describes. A determinism sample is logged on apply (seed, index, recipe, archetype, metrics, epoch, eight-point density verdict) so drift is caught the day it happens rather than in a month. Hazards handled, since this is the first composer code to touch the live runtime path: preflight materialisation before any live mutation, generation and decoration tasks drained, PassagesVersion bumped to invalidate thread_local caches, reuse of the existing RegenerateAllChunks / Epoch invalidation rather than a new path, no Initialize() or GeneratePassages() during apply (the re-entrancy trap), DiffLayer locks untouched, and custom recipes conservatively force ClassifyTile to Mixed. Scope is deliberate: a DENSITY-ONLY overlay. Layout height, authored passages, content, water and biome metadata stay from the existing slot; RebuildStrates() clears it. A full composed layout replacement needs a safe rebuild path that does not exist yet. Editor-only, verified: a Shipping build succeeds with the bridge excluded (96/96 actions), so §3.1's "offline only, never on a player's machine" still holds. ⚠️ UNVERIFIED BY DESIGN: a button cannot be tested headlessly and Codex was told not to claim it works. Jahni presses it and confirms the visual plus the "determinism=PASS" log line. PART A -- why rooms read angular, measured not guessed. One of three room shapes is VoxelSDF::RoundedBox: ShapeA = (.8 Rxy, .8 Rxy, .8 Rz) ShapeR = .25 Rxy so rounding is 31% of the horizontal half-extent but 78% of the vertical. Corners are rounded; the broad planar FACES survive. SmoothMin (blend 4) softens room/tunnel junctions not isolated corners; the cave warp bends geometry but preserves flat regions; roughness is surface-scale only. The name is accurate -- "rounded box" is not "blob". NOT ACTED ON. Jahni corrected his own read: the angular archetype is Maze (lattice source, rectilinear BY DESIGN and correct), and TunnelNetwork is "alright-ish". Codex's recommendation is recorded for if he ever wants it: ~5-10% boxes, 10-20% capsules, rest ellipsoids, or a larger ShapeR. Also closed REVIEW_FINDINGS EVoxelPassageType/Style as WONTFIX, enacting a 2026-08-16 judgement that recommended closure and was left open. Build clean (Editor + Shipping), 25 succeeded / 0 failed, run by me. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
This commit is contained in:
1 parent
90c40c8d5a
commit
d717bc74ff
13 files changed
+1182
-32
No files matched your search
@@ -118,6 +118,15 @@ Provided per chunk by `StrateManager::GetDisturbanceParamsForChunk`.
|
||||
**If you add a connectivity rule with longer edges, the COLLECT region must still cover the
|
||||
max edge reach, and decisions must not depend on the stored window.**
|
||||
|
||||
The editor composer walk-through preserves this invariant by avoiding a layout rebuild. AVoxelWorld::ApplyComposerCandidate
|
||||
pauses and drains active generation, installs one temporary override on an existing slot, increments
|
||||
the manager's layout/passages version, and then reuses RegenerateAllChunks to bump GenerationEpoch.
|
||||
The slot's Z range and passages therefore remain stable; worker tasks copy the immutable override during
|
||||
their versioned refetch. A parameter candidate uses the production native stack mapping, while a
|
||||
structure candidate uses VF_BuildStackFromRecipe; custom recipes conservatively return Mixed from
|
||||
ClassifyTile so no unproven box bound can skip their mesh. The bridge and its editable properties are
|
||||
WITH_EDITOR/WITH_EDITORONLY_DATA only and do not exist in a shipping build.
|
||||
|
||||
### 8.5 Content scatter & water — `VoxelContentManager.h/.cpp` (NEW)
|
||||
`UVoxelContentManager` (owned by `AVoxelWorld`, game-thread). TWO INDEPENDENT subsystems:
|
||||
|
||||
@@ -658,6 +667,14 @@ driven by `EditorBrush*` props.
|
||||
### 8.11 Live tuning & debug (`AVoxelWorld`, CallInEditor / PIE)
|
||||
- `RebuildStrates` — re-reads ALL of `VoxelSettings` and rebuilds layout/gap/passages/spine +
|
||||
regenerates. Use after changing those (plain `RegenerateAllChunks` keeps the old layout/passages).
|
||||
- ApplyComposerCandidate — editor-only PIE walk-through for one offline candidate. Set
|
||||
ComposerSeed, ComposerCandidateIndex, ComposerTargetStrateIndex (0 = topmost), and
|
||||
bComposerRollStructure in Live Edit|Composer, then click Apply Composer Candidate. It uses the
|
||||
shared composer roll, overlays density on the existing slot, pauses/drains workers, bumps the
|
||||
manager version, and reuses RegenerateAllChunks for the epoch/re-stream. It does not rebuild
|
||||
passages or change the authoritative Settings->Seed; RebuildStrates removes the overlay. The
|
||||
action logs recipe, archetype, air/largest-component/walkable/feature metrics, and an eight-point
|
||||
bit-level density verdict. The button itself still requires owner verification in PIE.
|
||||
- `ValidateDeterminism` (F2) — one-click §8.4 regression test: samples chunk-boundary points under
|
||||
two different thread_local cache alignments (left-chunk warm vs right-chunk warm) + a repeat
|
||||
pass; every delta must be EXACTLY 0. Run it after any hot-path refactor that claims
|
||||
|
||||
Reference in new issue
Block a user