wip(assembler): round L18 -- FloatingIslands false floors removed; shared strate ceiling

FI geometry v3 drops the all-XY lower boundary seal that created false floors (3.5/8 m); the
ceiling comes from the shared VF_ApplyUpperBoundarySeal and AppendStratumBoundaryCeilings path
for every generator, at each strate's own configured upper boundary (owner: every strate has a
ceiling). Far-LOD ceiling continuity: 0 gaps at LOD4-8. SurfaceWorld bit-identical to L14
(14 configs + 24 m crossing); FI deterministic (28-row matrix); route parity and proofs pass.
Unreal: FI geometryVersion 2->3 and the shared upper-seal helper extracted (UBT compile needed on
the owner PC). Open: small ceiling holes; lower-stratum LOD ring steps seen through the FI void.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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Fr0zkaandClaude Opus 5.5 committed 2026-10-20 07:55:53 +02:00
1 parent 87041290dd
commit dcf0763ec5
36 files changed
+1690 -54

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@@ -450,7 +450,7 @@ bool BuildFloatingIslandStratumPlan(const UVoxelStrateManager* StrateManager,
IslandPlan.topChunkZ = Slot.TopChunkZ;
IslandPlan.bottomChunkZ = Slot.BottomChunkZ;
auto& Recipe = IslandPlan.manifest.recipe;
Recipe.geometryVersion = 2;
Recipe.geometryVersion = 3;
Recipe.seed = static_cast<std::uint32_t>(StrateManager->GetWorldSeed());
Recipe.ownerVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(OwnerVoxelSizeCm * 10000.0));
Recipe.coreVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(CoreVoxelSizeCm * 10000.0));