wip(step2e): parameterised chamber-graph model -- compiles, traversal test PASS; benchmark not run

Stopped by low memory (another app held 12.5 GB; processes failed with 0xC0000142).
Editor-only, default off: a seeded connected room graph (varied chambers on a spanning network,
optional loops, shafts, rock features, ledges, basin floors), eight parameter profiles, the
step-2d brick driver and detail bands, a new test VoxelForge.ParameterizedGeneration.TraversalSeeds
(PASS in step2e_functional_01, which also proves the tree compiles). Existing live tests untouched.
Not yet run: the eight-profile ring benchmark, variety metrics, slices, detail/artefact/determinism
checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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Fr0zkaandClaude Opus 5.5 committed 2026-09-30 11:45:45 +02:00
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@@ -117,11 +117,12 @@ remains `0`, and lateral regions remain gated off.
|------|------|
| `../../VoxelForge.uplugin` | Plugin manifest. Runtime module `VoxelForge` plus the Editor-only `VoxelForgeEditor` commandlet module. Beta. |
| `VoxelForge.Build.cs` | Deps: Core, CoreUObject, Engine, **GameplayTags**, **RealtimeMeshComponent**. |
| `Tools/VoxelForgeTest.ps1` | The single guarded test entry point. `-Scenario canonical|owner|probe|perf|tests|surface-fall|crossing|gate-stress|visual-edit|visual-lod|visual-gap-walk|visual-gap-inject|dig-motion|parity|horizon|horizon-render|determinism|region-eval|step2d`, optional `-Build`, `-Assets owner|default`, `-Cvars`, absolute `-Out`, `-Label`, `-HorizonLevel`, `-HorizonRenderDistanceChunks`, `-ParityExportSize=32|64|128`, `-ParityExportTile=x,y,z`, `-SharedDDC`, `-SampleDensityStacks`, `-StackSampleIntervalUs`, and `-RegionHashProbe -RegionWorkers N -RegionReferenceHash HASH`; stages the host/assets, isolates user/DDC/config state, serializes one Unreal launch at a time, enforces the 8 GiB/30-minute guards, waits for 6 GiB free RAM before launches, and emits compact `result.json`/`summary.txt` plus full logs. Parity can render its game leg with `-EnableRender` and compares the selected export region against the exact streamed tile hashes. `visual-gap-walk` records camera-frustum surface-point coverage at 6000 cm/s; `visual-gap-inject` proves an early component hide is detected; `dig-motion` logs per-frame vertical velocity, gate, support readiness, and movement mode. `-Cvars @{ 'voxel.TestGapAuditLegacyHandoff'=1 }` replays the old visibility handoff for A/B audit baselines. Horizon traces report desired/loaded tiles, resident stream geometry, worker seconds, steady wall time, and peak private memory; `horizon-render` captures the owner view; `determinism` compares per-tile hashes across the default CRT path and `-voxel.CrtFma3=0`; `region-eval` compares the live path with the default-off editor chunk program on the 259³ lattice and five-seed probe set; `step2d` measures the independent full-detail research field, sound 8³ brick proofs, detail/gradient controls, slices, and worker hashes. `-RegionHashProbe -RegionWorkers N -RegionReferenceHash HASH` checks a full-ring hash at another partition count. `-SampleDensityStacks` captures profiles, and `-StackSampleIntervalUs` sets the sampling interval.
| `Tools/VoxelForgeTest.ps1` | The single guarded test entry point. `-Scenario canonical|owner|probe|perf|tests|surface-fall|crossing|gate-stress|visual-edit|visual-lod|visual-gap-walk|visual-gap-inject|dig-motion|parity|horizon|horizon-render|determinism|region-eval|step2d|step2e`, optional `-Build`, `-Assets owner|default`, `-Cvars`, absolute `-Out`, `-Label`, `-HorizonLevel`, `-HorizonRenderDistanceChunks`, `-ParityExportSize=32|64|128`, `-ParityExportTile=x,y,z`, `-SharedDDC`, `-SampleDensityStacks`, `-StackSampleIntervalUs`, and `-RegionHashProbe -RegionWorkers N -RegionReferenceHash HASH`; stages the host/assets, isolates user/DDC/config state, serializes one Unreal launch at a time, enforces the 8 GiB/30-minute guards, waits for 6 GiB free RAM before launches, and emits compact `result.json`/`summary.txt` plus full logs. Parity can render its game leg with `-EnableRender` and compares the selected export region against the exact streamed tile hashes. `visual-gap-walk` records camera-frustum surface-point coverage at 6000 cm/s; `visual-gap-inject` proves an early component hide is detected; `dig-motion` logs per-frame vertical velocity, gate, support readiness, and movement mode. `-Cvars @{ 'voxel.TestGapAuditLegacyHandoff'=1 }` replays the old visibility handoff for A/B audit baselines. Horizon traces report desired/loaded tiles, resident stream geometry, worker seconds, steady wall time, and peak private memory; `horizon-render` captures the owner view; `determinism` compares per-tile hashes across the default CRT path and `-voxel.CrtFma3=0`; `region-eval` compares the live path with the default-off editor chunk program on the 259³ lattice and five-seed probe set; `step2d` retains the earlier independent field; `step2e` measures eight room-network profiles on the 259³ ring, emits variety metrics and live/new slices, and checks detail, boundaries, bounds, and 1-vs-6-worker hashes. `-RegionHashProbe -RegionWorkers N -RegionReferenceHash HASH` checks a full-ring hash at another partition count. `-SampleDensityStacks` captures profiles, and `-StackSampleIntervalUs` sets the sampling interval.
| `Public/VoxelForgeModule.h` / `Private/VoxelForgeModule.cpp` | `FVoxelForgeModule` boilerplate (Startup/Shutdown just log). |
| `Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs` / `Private/VoxelForgeExploreCommandlet.*` | Editor/commandlet-only `-run=VoxelForgeExplore`; owns bounded render/`VF_` walk/OBJ export orchestration and is not linked by Game/Shipping. Optional `-exporttilex/y/z` sets an exact L0 tile origin for controlled export/game parity; omitting all three preserves the existing center-derived origin. `-regioneval=1` retains the exact-field step-2c research harness. `-step2d` runs the independent field benchmark without old-world equality gates and writes timing, detail, boundary, determinism, triangle, and side-by-side slice evidence under `Saved/Research/step2d`. |
| `Source/VoxelForgeEditor/Private/VoxelForgeRegionEvalExperiment.*` | Six-worker lattice drivers for step 2c and step 2d. The original path still compares live `GetDensityAt` with the editor chunk program. Step 2d evaluates the independent field and assigns contiguous batches of 8³ bricks dynamically so surface-heavy work balances across workers. It first proves bricks uniform using a macro Lipschitz bound plus the full detail-amplitude bound; uncertain bricks retain all 25 cm detail samples. Timings split classification, point evaluation, and uniform fill; hashes compare workers 1 and 6. |
| `Public/VoxelRedefinedDensityField.h` / `Private/VoxelRedefinedDensityField.cpp` | Default-off `WITH_EDITOR` research field, selected by `voxel.ResearchRedefinedDensityField`. A seeded connected room/corridor lattice joins authored flat passage landings; four bounded world-space value-noise bands, including a one-sample micro band, are evaluated at full resolution. Skip proofs refuse edits, passage bounds, strate boundaries, and uncertain bricks; a local derivative bound permits sound proofs through landing-floor blends. The public API adds no reflected class layout. |
| `Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs` / `Private/VoxelForgeExploreCommandlet.*` | Editor/commandlet-only `-run=VoxelForgeExplore`; owns bounded render/`VF_` walk/OBJ export orchestration and is not linked by Game/Shipping. Optional `-exporttilex/y/z` sets an exact L0 tile origin for controlled export/game parity; omitting all three preserves the existing center-derived origin. `-regioneval=1` retains the exact-field step-2c research harness. `-step2d` retains the earlier independent field benchmark; `-step2e` measures eight room-network profiles and writes timing, variety, and side-by-side slice evidence under `Saved/Research/step2e`. |
| `Source/VoxelForgeEditor/Private/VoxelForgeRegionEvalExperiment.*` | Six-worker lattice drivers for step 2c, step 2d, and step 2e. The original path still compares live `GetDensityAt` with the editor chunk program. Research modes assign contiguous batches of 8³ bricks dynamically so surface-heavy work balances across workers. Each skip requires a macro Lipschitz bound plus the complete detail-amplitude supremum; uncertain bricks retain all 25 cm detail samples. Timings split classification, point evaluation, and uniform fill; step 2e hashes compare workers 1 and 6. |
| `Public/VoxelRedefinedDensityField.h` / `Private/VoxelRedefinedDensityField.cpp` | Two default-off `WITH_EDITOR` research fields, selected by `voxel.ResearchRedefinedDensityField` (step 2d) and `voxel.ResearchParameterizedCave` (step 2e). Step 2e deterministically assigns one of eight parameter profiles per strate, then builds jittered rooms and a root-connected tunnel graph with optional loops and shafts, pillars, ledges, floating masses, stalactites/stalagmites, and basin floors; four bounded world-space value-noise bands, including a one-sample micro band, are evaluated at full resolution. Step 2e proofs include the model Lipschitz bound, passage/refinement fallback, and full detail supremum; a local derivative bound permits sound proofs through landing-floor blends. The public API adds no reflected class layout. |
| `Private/Tests/VoxelForgeParameterizedGenerationTest.cpp` | Separate three-seed functional sweep for the step 2e field; passage landing air/floor brackets and arrival-to-exit walking routes are checked without changing the live-world tests. |
| `Private/Tests/VoxelForgeRedefinedDensityFieldTest.cpp` | Three-seed functional sweep for the research field: authored passage endpoints must bracket open air and solid floor, and each tested strate must have a walkable arrival-to-exit route. |
| `Public/VoxelGeometryHash.h` | Header-only geometry digest shared by commandlet export and runtime tile-hash dump; hashes mesh counts and the vertex/normal/UV/color/triangle arrays with the historical CRC order. |
| `Public/VoxelStats.h` / `Private/VoxelStats.cpp` | `stat VoxelForge` DWORD counters for tile classification, skipping, meshing, operator-stack verdicts, and cave-bail diagnosis. Each `Cave Bail *` counter names one guard; `Cave Bail No Stack` counts slots with no buildable stack (no definition, or a degenerate strate). |