Linux UE builds failed on the Core wrapper module: the Linux-only PerModuleInline.gen.cpp saw Standalone/Compat
shadow headers instead of the engine's, and WITH_EDITOR was redefined under -Werror. Compat headers now forward
to the engine headers with include_next for generated Linux module TUs (canonical Core TUs opt into the Compat
definitions via CoreNamespacePreamble.h); CoreMinimal.h undefines WITH_EDITOR first. VoxelForgeCore.Build.cs
enables that forwarding and AVX2 on Linux only; VoxelForge.Build.cs disables Unity on Linux only. Portability:
std::int64_t consistently in VoxelContentManager.cpp; grouped &&/|| in VoxelRedefinedDensityField.cpp. Linux-only
trace fields split Core generateTile / mesh copy / RMC stream build. Standalone Clang and GCC whole-view hashes
are unchanged vs 3202193. The Unreal spawn trace is blocked by the owner's new assets (SW route sweep fails).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Windows MSVC catch-up after abyss L15-L61 (no Unreal there): 64-bit clipmap
shift (C4334), qualified VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel, UHT
metadata and duplicate-signature fixes. Optional CoreGeometry section on
UVoxelStrateDefinition (native caves, lattice, profiled heightfields, named
stamps, rooms/tunnels; off/empty by default), resolved after passage planning.
VoxelForgeAssetVersion 2 converts strate height/transition/gap to metres on
load (exact, 0 m change on the owner's 5 assets; packages never saved).
Gates pass (SurfaceWorld, FloatingIslands, Core-off, M2, W1/W8/W16).
KNOWN REGRESSION vs L14 (2026-10-20, same command, same PC): full set 3.9 ->
5.37 s, worker-seconds 15.8 -> 30, LOD0 1.11 -> 1.69 s, ring 0.50 -> 0.80 s;
not yet attributed (Core L15-L61 vs Unreal side).
Report: Standalone/Research/WorldAssemblerM3/Unreal1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New verify.py sanitize tier (Clang address,undefined,float-cast-overflow; GCC address,undefined;
-fno-sanitize-recover) runs 19 cases per compiler at LOD0-8 across every generator, passages and the
crossing: 0 runtime reports; a planted signed-overflow control is caught by both. A static scan fixed
INT_MIN negation in floor division, unbounded signed LOD shifts and coordinate-times-extent overflow in
VoxelClipmapDesiredTiles.h and VoxelTypes.h (plugin and standalone), and VoxelWorld.cpp, VoxelContentManager.cpp
and VoxelDensityVolume.cpp (plugin only, uncompiled here). Supported-input output unchanged (version 211).
fast/medium/full PASS. Research R31 (self-checked): far-LOD 4-8 cut plan.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
Island-only worker context replaced by a shared worker-local candidate domain
(WorldAssemblyFeatureTileListV1 / ScopedWorldAssemblyFeatureQueriesV1) serving
SurfaceWorld, FloatingIslands and far-shell queries; a per-domain cost hint keeps the
full scan on small plans. Content placement prepares the same queries and skips proven
air: owner island cell p95 7.07 -> 0.24 ms; populated fixture 572 exact placements,
3.27 s -> 29 ms. Full/candidate hashes equal with dropped-feature controls on both
families; S1 default W1/W8/W16 hashes reproduced; Core-off and M2 fixtures pass.
Default contract for future families in ARCHITECTURE 8.23. Run on gpt-6.1-sol medium.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
AVoxelWorld::CoreVoxelSizeCm (default 25, 32 voxels/tile) flows through plan, field,
mesher, content, water, atmosphere, edits and collision. Staged-owner BuildHost passes at
20 cm (SurfaceWorld + islands, W1/W8/W16, anchors, BP edits, collision) with a fixed-25cm
negative control; default-size hashes match round 4; Core off stays legacy 12.5 cm.
Reusable BuildWorldAssemblyFeatureTileListV1; wired into FloatingIslands only so far.
256-island stress: tile p95 112.5 -> 2.0 ms, 0 mismatches, dropped-feature control fails.
Content placement measured (no populated cells): island ground search 7.25 ms/cell vs
legacy 0.29 ms -- open. Outside-review evaluation in Round5/REPORT.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
SurfaceWorld and FloatingIslands plans generate at startup from the resolved seed,
strate types and heights (hashed, cached). Imported JSON is an opt-in override (off by
default); an invalid override shows an on-screen notice and falls back to legacy.
BuildHost on staged owner assets: SurfaceWorld cross-system checks, islands at owner
height (route, collision, anchors, BP edits), seed 137501, W1/W8/W16, Core-off legacy.
XY-column cache verified (hashes kept); island LOD0 p95 91 ms vs 133 ms sprint deadline.
Not exercised: season-seed path (no Season in staged settings), rendered notice pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Islands read as separate (91.89% open sky at mid-height), underside cavity closed,
rim teeth were capture shading. Island manifest import + BuildHost proof passed on the
pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed.
Known open: final XY-column cache compiled in the owner build but is unverified;
island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island
manifest only fits the BuildHost fixture layout (owner's world: Core init fails,
empty world) -> round 4 builds plans inside Unreal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Owner saw content floating above native terrain, spiky triangles, reversed carve/fill and late relief.
Causes: shared mesher placed Core tiles on a 12.5 cm grid; content/atmosphere asked strate ranges in
12.5 cm voxels; Core edits add density where the legacy diff subtracts. Horizon LOD8 bridge edge
5.657 -> 2.265 cells. Relief mesh p95 60.8 -> 42.0 ms (LOD0). New BuildHost checks for scale, height,
blueprint carve/fill and per-kind streaming lag.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in
game instead.
1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot
clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres.
2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research
field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled
(ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6,
PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume
res 256). Asset values override these defaults: the owner must double his own.
Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s;
32 m cube (259^3) 0.95 s.
3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds
the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test.
4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass
at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers:
1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen
window, then blank frames); not pursued.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
On Win64, FMath::Sin/Cos resolve to CRT sinf/cosf (GenericPlatformMath.h:521/530; no platform
override), and the UCRT picks FMA3 or non-FMA3 implementations at startup by CPU. /fp:precise
closed only the compiler half, so the same build and seed could build a slightly different world
on two Windows PCs, and on Linux.
- VoxelMath::DetSin/DetCos/DetSinCos (VoxelTypes.h): fixed double-precision period reduction to
a quarter period, then fixed float minimax polynomials; no CRT, FMath or CPU-dependent
intrinsic. Measured max error vs sinf 5.96e-8 over the used range (|arg| <= 6.19).
- Every world-deciding FMath::Sin/Cos replaced (generator, op stacks, cave morphology, strate
manager, content placement, strate measure); none remain in runtime code.
- Pinned test VoxelForge.Determinism.DetSinCos (golden bit patterns + error bound).
- Diagnostic start-up switch -voxel.CrtFma3=0 (Windows) forces the CRT's non-FMA3 path.
- Parse-once console switches now initialise in StartupModule on the game thread; workers only
read them (was an unsynchronised first parse inside GetDensityAt).
- Corrected the CRC comment that claimed a CRC32 cannot give a false positive.
Proof (Codex round; orchestrator re-checked):
- Before the fix, FMA3 on vs off was identical on this Ryzen 7 5800X3D: the hole exists but was
not observed in this world. After the fix, the canonical exports are byte-identical with
FMA3 on and off.
- The world changed once, as expected. New canonical export SHA-256 CBB8AE18...906F (geometry
B9EF84AC; was B3E5F4C3...377); worms region 9242C093 (was 311CA42C), walk OBJ 20CCF7BD....
Triangle counts unchanged in every tile. Order-independent nearest-vertex distance, worms
region: max 8.7 micrometres (the reported "11.4 m" was a line-order artefact of a line-by-line
OBJ diff); export region max 3e-5 m.
- Capability exact: player-fit 20,830, walk-reachable 10,909, connected. TilePostReachProof,
sealed-proof, cross-platform and strate-crossing tests pass.
- Performance, headless game path, S/M/S/M vs the committed-tip DLL: static worker 27.41 s vs
28.44 s (-3.6%), moving 59.59 s vs 61.74 s (-3.5%); LOD0 p50/p95 not worse.
From Sol's code review (DESIGN-SOL-2026-09-15-CODE.md, section 4.1), branch sol/deterministic-math.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
Correctness round on AUDIT-COLD-2026-09-14.md (Codex; key fixes reviewed by me).
#7 (determinism, introduced by the tile-cache work): the refetch guard in GetDensityAt now
rebuilds on `bTileCacheContext != CP_UsesTileCacheWindow` or when the worker-local stack/core were
moved into a cache entry (`CP_ActiveTunnelDensityCache != nullptr`). A cache miss can no longer
evaluate a moved-from, empty operator stack. Test (VoxelForgeCorrectnessRoundTest): the pre-fix
binary CRASHED in the context-switch case (negative control); the fixed binary passes with 0/5
coarse and fine mismatches, and warm vs fresh origin-tile meshes are identical.
Also fixed, each with a focused test that passes:
- #3/#8: worker diff/surface/biome caches carry owner/layer identity (no cross-world reuse);
#9: the shaft key gains LedgeSpacing/LedgeDepth and the island key BoundarySealThickness;
#14: clearing passages bumps PassagesVersion; #21: HasAnyModInChunkRange is proportional to
the queried range (the sealed-rock proof calls it per candidate).
- #1: the density-volume fill thread is paused/drained with generation; #2: each content manager
joins its own decoration tasks before destruction; #15: non-finite/invalid modification
geometry is rejected; #20: zero-width transition blend is guarded at runtime.
- Also #4-#6, #10-#13, #16-#18, #22. #19 is valid C++20 and unchanged.
Verified: canonical export b3e5f4c3..9b377; capability 20,830 / 10,909; fresh trace 841/841
identical, 0 origin-column mismatches; static mesher calls 18,078,130. Performance: two pairs
disagree in sign, and the means are final -2.5% static / -0.8% moving; no repeatable regression.
Known and NOT caused by this round: ClassifyTileSoundness and PassageLandsInOpenSpace were already
failing (15/17 in the grouped suite). Queued for investigation.
Ledger: first determinism launch hit the DDC fatal (crash folder 57DB6ADC, 23:21); the retry
exited 1 on the two known failures; one malformed multi-test launch was inconclusive; one
malformed trace launch was stopped; one launch with an unquoted project path found no test and its
retry passed. Everything else passed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
Initialize does StrateLayout.Empty() and Passages.Empty()/Add() -- freeing and
reallocating both -- with no guard, while mesher workers read them through
AnyPassageNearBox, EvaluateModifierSDF and FindSlotIndexForChunkZ. The epoch is
bumped AFTER, so previous-epoch workers are live during the mutation; the epoch
rejects a finished result, it cannot make a read of a freed allocation safe.
Same class as the DiffLayer.ChunkMods carve-vs-stream AV that ModsLock fixed.
Chose the drain over the two alternatives:
- FRWLock on the arrays: correct, exact in-repo precedent, but a read lock on
the per-voxel hot path (~43k/tile) would contaminate the perf measurement
CODEX-TASK-001/002 are queued to take. Worst possible timing.
- Immutable generation snapshot (Sol's proposal): right long-term, refactors
the whole StrateManager API surface. A design conversation, not an agent's
unprompted call.
- Drain: zero hot-path cost, reuses the machinery EndPlay already proved, and
its stall lands only on human-initiated editor actions, never during play.
FScopedGenerationPause raises a new bGenerationPaused (deliberately NOT
bShuttingDown, which means teardown) and drains both reader populations: chunk
tasks via ActiveTaskCount and decoration tasks via a new
WaitForDecorationTasks, whose refactor also removed NotifyShutdown's duplicate
spin loop. On timeout it does NOT mutate -- logs an Error and leaves the world
consistent. A timeout that proceeds is what the bug already does.
RebuildStrates, OnObjectModifiedInEditor and ChangeSeed cannot reach Initialize
without the pause. BeginPlay untouched (no tasks yet). EndPlay untouched --
VF-02's 3s timeout is a separate deliberate decision.
Verified: four files, no density/mesher file, so terrain cannot move.
ShouldAbortWork replaced three existing checks, adding none. No worker path
waits on the game thread, so the drain is bounded.
Not built -- Jahni builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>