41a9265ebd7d3b71658ec11cf649f45dab413ed0
45
Commits
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41a9265ebd |
measure(step2a): candidate bins alone are slower -- the per-sample GetDensityAt call must go
Editor-only ablation (explore commandlet, -regioneval, default off): 8^3 bins for rooms, room-floor joins and tunnel chains, but every point still goes through GetDensityAt. 259^3 ring, seed 1337, six workers: live : 6.776 s wall, 29.16 s worker CPU, 1.679 us/sample, 21.2 candidate visits/sample binned: 19.54 s wall, 50.02 s worker CPU, 2.879 us/sample, 16.4 candidate visits/sample Correctness: zero Q16 (x16, ties away from zero) disagreements on the full ring and ~284k probes on 4 more seeds (composer recipes, warped rooms, passages, landings, strate edges, edits); shrinking room reach to 0.5 -> 18,107 Q16 / 735 sign differences (the check bites). Not the planned region program: the step-2 question is still open. Baseline for the next attempt: 1.68 us CPU per sample on the live path. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ |
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f83c4bd8c1 |
refactor(generator): delete the pre-operator-stack archetype functions
With the operator stack as the only density path, the per-archetype density functions have no caller left in the game: - Delete UVoxelGenerator::GetSlabDensity, GetMazeDensity, GetSurfaceDensity, SurfaceDensityFromColumn, GetVerticalShaftDensity and GetFloatingIslandDensity (~1000 lines) with their declarations. - Drop GetDensityWithParams' OutWarpedPosition out-parameter; only the native GetDensityAt branch removed in the previous commit used it. - OpStack Slab/Maze/VerticalShaft/FloatingIsland and SurfaceHeight tests: remove the stack-vs-legacy comparisons; keep decomposition, finiteness, liveness, window-invariance, cache-cost and box-verdict checks (Shaft cache timing now measures the stack source). - PassageLandsInOpenSpace: the source-only footing probe evaluates the archetype stack built without a strate manager instead of the deleted functions. - Comments that cited the deleted functions now cite the operators (FSlabVoidSource, FLatticeCorridorSource, FIslandBlobSource, ...). GSurfColCache is documented as ClassifyTile's column cache. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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26984d38d8 |
docs(comments): drop history narration, keep the why
Rewrite comments that told the story of past rounds instead of the current code: dated "fixed on / tried on / reverted on" notes, "this used to...", "stale paragraph removed", "Phase 1/2" progress labels, and the "ClassifyTile still does not use ClassifyBox" claim (it does now, via VF_ClassifyBoxWithWarpRetry). Every invariant, unit, sign convention, trap and measurement that justified the design is kept, rephrased in the present tense and in its original language (French or English). Also fix comments that named symbols removed in the dead-code commit (EvaluateSDF wrapper, FTunnelCoreWorldEvaluation support-floor fields, BlendChunks -> TransitionBlendChunks) and the stale function name in the VF_RollStrateParamsDetailed determinism checkf message. Comment and message text only; no code token changed. Tests untouched. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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6fd8a88986 |
chore(logs): drop hard-coded temporary probe logs
Remove three one-off investigation aids pinned to one seed/coordinate: - [VoxelForgeExplore][TemporaryShaftConnectors] in the shaft connector op's Eval (a thread_local flag + coordinate test in the density path); - [VoxelForgeExplore][TemporaryVerticalLanding] in the vertical-shaft landing search (seed 14, bottom Z -736 only); - [VoxelForgeExplore][TemporaryShaftProbe] in the explore commandlet walk mode (seed 14 VerticalShafts only; its own comment said it would be removed once the seam was fixed). No tool, test or script matches these tags (Tools/*.ps1 only parse [VoxelForgeExplore][OwnerAssets] under that prefix). The probe's density reads were log-only, so generated geometry and reports are unchanged. All cvar-gated diagnostics and test result lines are kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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3f629f407a |
refactor(dead-code): remove functions, members and types with no caller
Each symbol below had zero references in Source/ (tests included), Tools/, Config/ and the build files after comment/string stripping. Functions: EvaluateTunnelCoreSDF, EvaluateSDF (uncached wrapper), IsTunnelSupportFloorWorldPoint, BuildTunnelSupportFloorColumn, IsTunnelSupportFloorColumnZ, GetTunnelSupportFloorColumnBand, VF_TunnelFloorAtSegment, VF_ProjectSweptTunnelFloor, FVoxelWormField EvaluateExact, ApplyPassageLandingAirMC, ApplyPassageTunnelAirMC, GetGenerationParamsFingerprint, FVoxelStrateCorpus::LoadFromSettings, GetSkippedDefinitions, VF_RollStrateParams, VF_ArePlayerFitConnectedWithSampler, VF_GetVoxelSeasonSelectionReasonName, UVoxelSeasonAsset::GetManifestContentHash, FVoxelStackSampler::IsRunning, CompareSkippedPostValue, MakeSurfaceColumnSource, WriteObjTile, ExploreEffectName, ExploreTileClassName, and the VoxelTypes.h chunk-local helpers (WorldToLocalCoord, ChunkToWorldPos, LocalToIndex, IndexToLocal, IsValidLocalCoord, GetFaceDirection, GetFaceNormal, CHUNK_SIZE_SQUARED, CHUNK_VOLUME). Members/types: write-only floor flags (FVoxelOpSample:: bProtectedStructuralFloor, StructuralFloorMinimumDensity, bTunnelCoreSupportFloor; bSupportFloor on the tunnel evaluations; FTunnelFloorSegmentProfile::NumSteps), UVoxelStrateManager::BlendChunks, unused FSummary counters in the stack sampler, two unused FVoxelSeasonCompositionSettings aliases, and a few unused locals/constants. No UPROPERTY, UFUNCTION, reflected type or enum was touched. Behaviour is unchanged: removed code was unreachable or only written, never read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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1c642fd182 |
perf(tunnels): memoise the room mouth -- room ownership now cheaper than before the change
The room-wins rule cost +55% static / +36% moving worker CPU because every sample re-answered the room-mouth question. A bounded exact memo around BuildRoomMouth (4096 sets x 4 ways, 7.49 MiB, keyed on every geometry-affecting room/tunnel input) removes that: hit rate 99.91% static / 99.89% moving, and VF_FindRoomFloorCrossingWorld (19.5%/17.1% inclusive), VF_FindRoomMouthBoundary (16.0%/14.0%) and VF_EvaluateRoomLandingDensity leave the sampler's top 30 entirely.
vs the tip DLL (
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d01af4606d |
wip(tunnels): room wins over tunnels -- no shelf, smooth mouths; stopped before final checks
Stopped by the owner (he wanted his PC back to play) after most acceptance was in. Measured with the owner's assets: the shelf across rooms came from the tunnel core reasserting solid below its floor inside room volumes, plus the landing-floor post. Room ownership now suppresses the tunnel bottom in the generic tunnel SDF, the core evaluator and both native fallbacks: tunnel-attributed solid inside rooms 469 -> 0, and a matched-camera re-render shows the slab gone. Trimmed mouth endpoints now take their height from the room's own vertical zero crossing (join offsets -2.08/+0.40 -> -1.13/-0.71 voxels). Mouth surface periodic amplitude 1.49 cm floor / 0 cm wall (degree-six trend removal; raw local-median audit 6.19 cm kept). Canonical walk Connected, 42,870 fit / 17,413 walk-reachable (was 41,184 / 13,879); export 141,054 triangles, geometry hash 86A99075. Launches use an isolated engine saved/config directory so the owner's editor settings are not rewritten. NOT DONE: the -voxel.CrtFma3=0 export comparison, TilePostReachProof / DetSinCos / strate crossing, the perf pair vs the experimental tip, the EditorSettings.ini diff. Unvalidated in game. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ |
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4fa3931176 |
fix(tunnels): ribs removed at the cause; authored tunnel floor removed; slope acts on the route
The owner proved in game that the tunnel core caused the ribs (voxel.TunnelAblateTunnelCore=1 removes them). Root cause: the core's final reassertion replaced any sufficiently interior sample with a fixed +16 air density, destroying the distance gradient, so marching cubes snapped the surface to the voxel grid (all 385 centre samples saturated). The core now reasserts the continuous -Core.SDF, with bottom polarity from the swept shape. The Catmull-Rom sweep from |
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0231072cc4 |
wip(tunnels): continuous world-core sweep, slope in degrees, bounded winding -- NOT MERGED: +18-30% worker CPU, visuals unconfirmed
Tunnel round from the owner's playtest. Luna's ablations traced the ribs to the world-space tunnel-core stage: disabling it removes them, while terracing, detail ops, roughness, the support floor, lateral warp, radius jitter, winding and LOD do not. The per-span capsule union is replaced by a deterministic Catmull-Rom sweep. Winding and graph expansion are now gated on bTunnelFloorEnabled (they ran even with the floor off). TunnelFloorGentleSlopeThreshold is authored in degrees (0-90, min 1 deg, DetSinCos conversion, legacy tangent values migrated: 0.3 -> 16.7 deg). The route length is capped at 6 waves x 640 = 3840 voxels, so 0.1 deg loads instead of freezing (2048 collapsed canonical reach; 24576 used ~2 GB). Room-wall trimming is behind voxel.TunnelMouthTrim (default OFF): with it on, a 36 m gap disconnects the walk. Canonical walk: 20,907 / 10,981, connected (was 20,830 / 10,909); exports identical with -voxel.CrtFma3=0; TilePostReachProof, DetSinCos and strate crossing pass. NOT merged because: one S/M pair vs the tip DLL shows worker CPU +17.8% static / +30.3% moving and worse p95; and the orchestrator's look at the before/after renders is inconclusive (camera not matched; regular grooves still visible in the after interior). Next: owner checks the look in game; if smooth, make the sweep cheap before merging; if not, drop the sweep and keep the degrees/bound/wind-gate parts. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ |
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10fd0b6e77 |
fix(determinism): own sin/cos on the world path -- same world on every CPU, 3.5% faster
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 |
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a668833ef5 |
perf(generation): exact reach gating for the tunnel core (per tile) and passage carving (per 8^3 block)
Applies ce4d878's decide-once-then-prove pattern to the two largest exact targets from the re-rank
(tunnel core 20.8%, passage carving 9.1%). Codex; reviewed by me.
Measured first, where the time is:
core world: far 223,860 vs near 35,515,979 cycles -> tile gate only; the core is
near-dominated (~99%)
core tail: far 363,440 vs near 20,110,219
passage, tile: far 7,315,426 vs near 30,168,796 -> refined to an 8^3 block gate
passage, 8^3: far 11,233,384 vs near 26,250,838
The core already uses the tunnel spatial index. An exact skip cannot remove its cost: that cost is
in tiles near tunnels. The remaining lever there is the field-changing SDF/core merge (next).
- Core reach per tile, from lattice plus halo: swept capsule reach, floor band, floor-profile
deviation, relief bound, room-mouth ownership. The GetDensityAt tail is identity unless
bSupportFloor, bRoomFloor or CoreSDF < -inset.
- Passage carving per 8^3 block: capsule-chain and landing-room domains, the carve threshold and
the SmoothMin K/6 margin. Malformed descriptors stay candidates (conservative).
- voxel.TileReachCostDiagnostics (default 0) for the far/near cost split.
Soundness: the final-field debug comparison ran 130,285,889 comparisons with 0 differences; shrunk
reach (0.5) produced 140,035 differences (60,098 in the final field) and failed as required.
Field exact: canonical 07C14005 / b3e5f4c3..9b377, 64/64 per-tile ledger identical, capability
20,830 / 10,909, strate-crossing and sealed-proof tests pass.
Final DEFAULT build vs the committed-tip DLL (same command line, two interleaved runs each):
static worker 28.84 -> 28.10 s (-2.6%) LOD0 p50 53.3 -> 51.5 ms p95 94.4 -> 93.1 ms
moving worker 61.39 -> 60.61 s (-1.3%) LOD0 p50 50.9 -> 49.7 ms p95 92.21 -> 92.27 ms (flat,
+0.06%, within noise)
Maintenance note: these reach proofs must track tunnel/passage geometry. The next round adds an
automation test for the final-field comparison so a geometry change cannot silently break them.
Ledger: 15 builds (one C2065 fixed, one access-denied path retry); rejected TileOnly/BlockLookup
variants were slower; one hung diagnostic (a non-owner PID) was stopped; wrapper quoting failures
launched no editor. No crash folders.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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1d824aaab2 |
perf(noise): batch the three cave-warp channels through the SIMD evaluator -- exact, ~4% faster
The remove-one ablation, re-confirmed on the current build, puts the cave warp at 11.0% static / 11.8% moving of worker time: three independent Perlin3D calls per sample. VoxelNoise::Perlin3D_x3 evaluates the three warp channels together through the existing SIMD evaluator (Codex; reviewed by me). It is wired into the generator, op-stack, classifier and room/player-fit unwarp paths. Exact: the field is byte-identical. 0/841 tiles changed, 0 triangle delta, 0 voxels of maximum surface displacement; canonical export 07C14005 / b3e5f4c3..9b377; capability 20,830 / 10,909; strate-crossing and sealed-proof tests pass. The seam test (VoxelForgeMazeSeamTest, extended) has 48 neighbouring-tile and 24 cross-LOD comparisons, 0 mismatches. Before/after renders from a camera aimed at the real arrival tunnel are byte-identical. Cross-machine determinism: Perlin3D_x3 adds no new intrinsics, no AVX, no FMA and no runtime CPU dispatch. It reuses the evaluator behind the compile-time gate `#if PLATFORM_ENABLE_VECTORINTRINSICS && PLATFORM_CPU_X86_FAMILY`, so every x64 machine runs the same instruction path; its output matches the scalar path bit for bit. Final DEFAULT build vs the committed-tip DLL (two interleaved runs each): static worker 30.83 -> 29.47 s (-4.4%) LOD0 generation p50/p95 56.3/99.3 -> 53.3/95.3 ms moving worker 67.28 -> 64.56 s (-4.0%) LOD0 generation p50/p95 55.9/99.0 -> 53.4/96.4 ms Ledger: every launch passed; two harness false negatives (the seam test on the game-only validator, and a trace ended by intentional forced termination) were rerun. No crash folders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y |
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cf2b2add20 |
feat(tunnels): option B floors -- no staircases; steep tunnels wind or drop
Owner's playtest showed a staircase (dozens of <= 45 cm risers) on a steep tunnel into a room. He chose option B: "smooth passage and 'dramatic ledge' on tunnels that crossed the slope limit, so we both have serpenting tunnels and sometimes dramatic drops that needs to be escalated". Implementation (Codex; the edge rule reviewed by me): - VF_TunnelFloorNeedsTerrace and all tunnel-floor NumSteps quantisation are removed; new profiles always have NumSteps = 0. Gentle floors remain continuous ramps with bounded relief. - The room graph's bridges and a deterministic reserved walk spanning forest decide each steep edge. bGraphLedgeEligible = leaf || (redundant && !walk-forest edge). Eligible edges may receive a few large drops at control-point boundaries, never repeated small risers. Every other steep edge WINDS (a sinusoidal wander lengthens the WorldControlPoints route until its floor is walkable). Several drops chosen together cannot disconnect walking, because the forest stays walkable. - The collect margin includes the longer wound-route envelope (window invariance). Classifier interval bounds include both endpoint floor levels, covering a ledge riser. Verified: - default acceptance (slot 1, threshold 0.9657): player-fit 20,830, walk 10,909, arrival -> departure connected, TunnelFloorMultiStepEdges 0, mesh 311CA42C unchanged. NOTE: this config has 0 steep edges, so it does not exercise option B at all. - stress (threshold 0.2): arrival -> departure connected; player-fit 21,305 (winding adds volume), walk-only 10,787. Fewer walk-only cells are expected behind climbable ledges. Ledges 4-8 voxels: 52,826 observations; 8+: 215,880; below 4: 0. - determinism: two runs identical (164,126 triangles, 70F987AA, 0 per-tile differences). - performance vs baseline DLL: moving worker 93.6 -> 85.2 s; LOD0 request p95 static 196 -> 181 ms, moving 188 -> 164 ms. - the two already-failing tests fail identically before and after (ClassifyTileSoundness: 2 expected-uniform holes; PassageLandsInOpenSpace: upper landing endpoint mismatch). NOT verified visually: every render reused one fixed camera, never aimed at a changed tunnel. The arrival case was rendered at the default threshold (8/8 views identical); in the steep/wind cases the changed views did not show a tunnel clearly. The owner's in-game check is the real acceptance. Ledger: several intermediate capability gates failed before the final configuration passed; two malformed launches were aborted; no crash folders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y |
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6ccf3718ff |
measure(perf): per-component ablation of the TunnelNetwork path; exact worms restored
Round (Codex; reviewed by me against PERF-SAMPLED.md). Revert: voxel.WormNoiseMode / voxel.WormLatticeStep, their storage and their switches are REMOVED. VoxelWormField has one path again, exact Perlin with the N1 short circuit. Kept: bEnableWorms (asset), WormsForceOff (measurement only), the exact block skip (default 0). Ablation instrument: 14 development-only, world-changing force-off bits (voxel.TunnelAblate*), applied on the fused, op-stack/classifier, cached SDF/core and modifier/floor paths. They resolve once per process, are hashed into the generation fingerprint, and are compiled to zero in UE_BUILD_SHIPPING (VoxelDensityAblation.cpp). They are a measurement instrument, never a gameplay or multiplayer switch. Defaults exact: canonical export OBJ b3e5f4c3..9b377, worms-region 311CA42C / 75,482 triangles, capability 20,830 / 10,909, and 841/841 keyed tiles identical to NextHeadStaticTrace_20260913. Static worker seconds saved by removing ONE component (two off runs vs the interleaved all-on 33.06 s; baseline noise 0.27%): tunnel SDF 11.4%, cave warp 10.3%, passage carving 10.1%, landing posts 9.9%, passage structural posts 5.6%, worms 2.4%, native floor 2.2%, origin spine 1.6%, room SDF 1.6%, everything else <= 1.1% Moving (2+2 runs each) confirms the top five at 6.0-11.6%. Tunnel SDF off cuts LOD0 generation p95 104 -> 83 ms: it owns the slow tail. The positive savings sum to 58% of the static total; the other 42% is shared. The rows are not additive. Unexplained: tunnel-core OFF made the static total 2.9x SLOWER (95.5 s) while LOD0 generation got faster (p50 64.7 -> 60.6 ms) and triangles fell. The report blames the changed field, which does not fit; more likely a slow fallback path in coarse tiles. That row is not a cost measurement. Ledger: every Unreal process exited 0 and verified the loaded DLL; two PowerShell parser errors happened before any process started. No crashes or retries. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y |
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5489b5e311 |
perf(generation): inline exact IsFinite -- LOD0 ~11-12% faster, field-exact
The sampler's last "unknown" LOD0 bucket (~13.8%) was ucrtbase.dll!_finite: FMath::IsFinite is an
out-of-line CRT call on the MSVC game path, hit from the innermost tunnel, passage, density,
spatial-index and meshing loops.
- VoxelMath::IsFiniteFast(float/double) in VoxelTypes.h: memcpy to uint32/uint64,
(Bits & ExpMask) != ExpMask. It is the same predicate for every bit pattern, with no FP
comparison for fast-math to fold. The disassembly shows it inlined (movd/movq, mask, compare).
- VoxelMath::IsFinite routes through a plain global, voxel.FastIsFinite (default 1), for the A/B.
The CRT call remains only on the switch-off branch. Hot generation-path uses are replaced; no
_finite / std::isfinite remains in Source/VoxelForge. Tool/editor/test code keeps FMath.
- A test that can fail: VoxelForge.Math.IsFiniteExact compares against FMath::IsFinite over 22
explicit float/double patterns (+-0, denormals, min/max normal, +-Inf, quiet and signalling NaN
payloads) plus 2,000,000 hashed patterns each: 0 mismatches. The explicit NaNs make a NaN-wrong
helper fail.
Field exact: 841/841 keyed tiles identical to NextHeadStaticTrace_20260913 (verdict/empty/
triangles), export OBJ unchanged (b3e5f4c3..9b377), capability 20,830 / 10,909.
Within-round A/B, game path, two interleaved runs each, sampler off (off -> on):
static LOD0 request p50 95.5 -> 84.8 ms generation p50/p95 70.3/114.1 -> 62.3/100.6 ms
worker 35.4 -> 31.6 s (-10.5%)
moving LOD0 request p50/p95 70.8/144.2 -> 62.0/126.1 ms
generation p50/p95 62.6/113.4 -> 55.1/101.0 ms
worker 102.6 -> 91.3 s (-11.0%)
Sampler-on moving: the _finite/CRT cluster is gone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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ab4bbe3680 |
perf(generation): field-exact LOD0 overhead removal; the unknown bucket is Core.dll
Field-preserving floor round (Codex; reviewed by me against the code):
- exact per-(sample, passage) caching of native/generic floor projections and walkable-air
checks, behind voxel.FloorRound1PassageProjectionCache
- a zero-work disabled path for VoxelDensityProfile::FScopedTimer, unchanged when enabled
- pointer / range-for iteration in the proven-hot tunnel, passage, spatial and candidate loops
(TArray RangeCheck was ~6.5% of LOD0 samples on the Development binaries the owner plays on)
- FVector2D temporaries replaced with scalar doubles, same operations in the same order
- FSurfaceColumn made trivial, so thread-local construction does no work. Verified safe:
ComputeSurfaceColumn writes all five outputs unconditionally before any branch, and every read
of Box.Cols is gated by Box.Computed
Verified: export OBJ byte-identical (b3e5f4c3..9b377); capability 20,830 / 10,909; all 8
interleaved game runs gave identical totals (841 tiles / 669,834 triangles static, 2,348 /
1,985,216 moving, the same as previous rounds). Per-tile identity for the always-on changes still
needs a check against a stored trace; that is queued first in the next round.
Game path (sampler off, two interleaved runs each):
projection-cache switch alone: neutral (static worker +0.41%, moving -0.05%)
vs the previous round (
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cfad3d1c18 |
perf(generation): gate the tile cache window by LOD; LOD0 back to switch-off speed
2de603c's tile-sized room cache cut worker CPU, but LOD0 generation was ~9% slower. The per-tile
split shows the loss was evaluation (more candidates per sample in a bigger window), not cache
building. Policy, measured per path and LOD:
- fused path: tile window at LOD >= voxel.TileCacheWindowMinLOD (default 3)
- op-stack path: tile window at LOD >= voxel.TileCacheWindowOpStackMinLOD (default 4)
- lower LODs keep the 4-chunk worker window
- voxel.SpatialIndex: -1 auto (off at fused LOD0, on elsewhere), 0 or 1
Proof caveat closed: VF_ComputeTerrainOpEnvelope adds authored terrain-op extents (pits, chimneys,
detail overrides, ...) to the invariance envelope. Ops beyond the proven 256-voxel extent, or
malformed/unloaded ones, force the legacy window, so window invariance holds for every asset.
Sampler fix: the leaf symbol kept pointers into a TMap that FindOrAdd can rehash while later
frames resolve; the leaf is now re-found by program counter after insertion.
Game path, two runs each, sampler off (Codex; checked against its report):
LOD0 request p50/p95 generation p50/p95 worker s
static optimized 106.3 / 175.9 ms 76.6 / 124.3 ms 39.2
static switch-off 106.3 / 173.0 75.9 / 124.1 58.5 (-33%)
moving optimized 79.4 / 158.5 72.4 / 123.7 113.7
moving switch-off 82.8 / 160.4 73.2 / 125.4 141.9 (-20%)
LOD0 is flat within noise static and slightly better moving; worker CPU keeps most of the gain.
Field exact: 841/841 per-tile triangle identity, export OBJ SHA-256 unchanged (b3e5f4c3..9b377),
capability 20,830 / 10,909.
Caution: compare these numbers only within this round. The machine is in daytime use, so
absolute figures drift between rounds.
Current LOD0 map (sampler, moving, inclusive): tunnel SDF 12.5% + tunnel core 12.3% (the same
tunnel in two coordinate spaces); passage carving 11.1%, structural posts 11.4%, native floor
4.1%, with floor projection at 8.9% inside them; cave warp ~8% exclusive. Development-build-only
overheads: TArray RangeCheck ~6.5%, per-sample FScopedTimer ~2.6%.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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2de603cd77 |
perf(generation): size the room cache to the tile; spatial index; memo-key guard
Coarse tiles thrashed the per-worker 4-chunk room-cache window: 633 BuildChunkCache calls per LOD3 tile and 1,062 per LOD4 tile. This round was started by one Codex session and finished by a second, after the orchestrating session died at 06:06 and corrupted the first session's record. The second session reviewed and built its predecessor's half-finished tree. - voxel.TileCacheWindow (default 1): the room cache covers the requesting tile's footprint plus a fixed collect margin. It is set with TGuardValue around GenerateMesh and classify, so it never leaks to other work on the thread. Tile windows are capped at 64 chunks per side; unsupported/non-finite params fall back to the legacy window. - Window invariance, argued by Codex: graph decisions depend on at most two bounded MaxTunnelLength hops, and primitives are culled only once their complete bounds are known. So the collect margin 2*MaxTunnelLength + max(room reach, pair/chain/tube reach) does not grow with the window. Caveat: oversized authored terrain-op radii are not yet in the envelope check. - PrepareTunnelCoreCache reuses the graph, rebuilding only the exact support-column table for a crossed chunk. - FChunkSDFSpatialIndex: ordered XY buckets over room/join/tunnel bounds; rejection stays exact and within-bucket order is preserved. Only 9-13% of candidates reach exact evaluation. - static_asserts in VoxelStrateTypes.h: VF_STRATE_PARAM_FIELDS lists 83 fields, and their byte sum + 8 B padding == sizeof(FStrateGenerationParams). This closes the memo key's known gap (it catches omissions and size changes, not same-size replacements or padding-hidden fields). Verified (game path, two runs each, sampler off): - field exact: 841/841 per-tile triangle identity, 669,834 triangles; export OBJ SHA-256 unchanged (b3e5f4c3..9b377); capability 20,830 / 10,909, connected - cache builds: fused 139,187 -> 1,019 (-99.3%), op-stack 60,598 -> 879 - worker CPU: static 58.4 -> 40.8 s (-30%), moving 138.4 -> 121.2 s (-12%) REGRESSION, stated plainly: with the switch on, LOD0 gets slower. Generation p50 is ~9% slower, static 75 -> 82 ms and moving 71 -> 77 ms; request-to-ready p50/p95 is ~5-6% slower. This is consistent across both runs of both cases. The thrash only lived at LOD2+ (LOD0 had 1.66 builds per tile), so the next round gates the tile window by LOD and must bring LOD0 back to switch-off speed while keeping the CPU gain. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y |
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2990009f3b |
perf(generation): memoise room player-fit points -- 3.8x less worker CPU in game
The sampler (
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bb8ec51939 |
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
Measurement only; no density or meshing decision changed. Full table in
PERF-ATTRIBUTION.md. The profiler self-check finally passes honestly: profiled 606.128
vs unprofiled 602.341 ms, **+0.63%** (it used to inflate 11.5x).
THE ATTRIBUTION, and it is almost embarrassingly one-sided
mesh ledger, additive, sums to the clock exactly (sum_matches_mesh = true)
shared density-grid fill 590.923 ms 97.4913%
tile parallel wall 10.972 ms 1.8102% cells, interp, normals, streams
tile merge 4.232 ms 0.6982%
pre-tile setup / prep 0.002 ms ~0%
remainder 0.0001 ms ~0%
------------------------------------------------
total 606.128 ms
GetDensityAt parent: 580.184 ms worker-wall, nested inside that 590.923 ms.
⇒ **The mesher is exonerated. Marching cubes, vertex interpolation, normals and stream
building are 2.5% combined.** The whole 4.3x is density evaluation, which is where three
of us have been looking and none of us had proven it.
WHAT IS ACTUALLY BEING DONE, per 2,248,091 samples
rooms 11,099,891 candidates -> 1,730,920 evaluated
tunnels 28,951,420 candidates -> 3,462,565 evaluated
tunnel-core 28,951,420 candidates -> 1,881,812 evaluated
~31 candidates SCANNED per sample, ~3.1 evaluated
fused detail ran on 1,079,777 and skipped 1,168,314 samples (52.0%)
software tunnel cache: 2,248,043 hits / 48 misses -- not the problem
The post-stack structural tail, which I have suspected twice, is small: StructuralTail
20.9 ms CPU / 1.9 ms wall, DensityStructuralPosts 21.9 / 2.0, PassageStructuralPosts
10.5 / 1.0 -- all nested samples against a 590.9 ms wall.
⭐⭐ AND THE FINDING THAT MATTERS MOST FOR THE GAME
clean export, classifier absent 587.991 ms
same export with the classifier 2,056.596 ms
The classifier makes generation **3.5x slower**, it is ABSENT from the export path we
have benchmarked for five days, and the GAME PATH USES IT. Its control route runs
211,289 support-column builds, 2,171,763 candidates, 1,370,314 floor queries and
2,296,243 checks -- none of which the fused export route executes at all.
⇒ Every optimisation this week was measured on a path that skips the single largest
cost the player actually pays. That is a measurement-design failure and it is mine.
Also newly visible: the full export wall is 1,004.557 ms, of which mesh is 606.128 ms
(60.3%) and OBJ WRITING is 394.273 ms (39.2%). My "0.556 s" figures have always been
mesh_seconds alone.
One real hot-path improvement landed with the instrumentation: AreCountersEnabled()
returned an unconditional `true`, so counter hooks were live in shipping builds. It is
now a relaxed load gated on diagnostic mode.
VERIFIED BY ME: build 0 errors; export 0.552 / 0.555 / 0.566 s (
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4f8b4a9a27 |
fix(gen): the phantom terracing is the PASSAGE support writer -- plus a region verdict cache
The owner played the build and reported four things. Three are answered with evidence, one is disproven, and my own leading hypothesis was wrong. ⭐ 1. THE PHANTOM TERRACING IS NOT MARCHING-CUBES ALIASING He reported stairs surviving with bTunnelFloorTerracingEnabled = false. I suspected MC lattice aliasing on a near-planar floor; I was wrong. An A/B over the same mesher, counted in pixels: graph-tunnel floor removed 2,813 / 147,456 px changed 1.91% passage support removed 25,695 / 147,456 px changed 17.43% ⇒ The bands are the INTER-STRATE PASSAGE SUPPORT WRITER, which is independent of the tunnel terracing flag. That is exactly why turning terracing off did nothing: he was disabling the wrong system. FCaveTerraceMod is inactive (TerraceStepHeight=0) and was never involved. ⚠️ It cannot simply be switched off. With it disabled: fit 20,804 -> 20,511, walk-reachable 10,884 -> 7,525, components 260 -> 272. Route still connected, but a third of reachable space gone. It stays as a correctness backstop. The native fix is the same pattern we just applied to tunnels: author the inter-strate passage floor profile during passage CONSTRUCTION. Codex judged that refactor too large to risk this round and said so rather than attempting it. MC aliasing remains theoretically possible at shallow angles (Lorensen & Cline 1987), but the same-mesher A/B proves our writer dominates. Dual Contouring (Ju et al.) was considered and rejected as a disproportionate mesher/topology change. 2. THE ROUGHNESS COST DEFECT DOES NOT EXIST -- my hypothesis, cleanly disproven FBM 2.91s / 66.92% skips · Ridged 2.85s / 66.53% · Mixed 2.92s / 66.82% Cellular 2.99s / 66.43% · FBM frequency 0.025-0.5: 2.88-2.99s, 66.80-67.04% I predicted a shared bound across noise types collapsing the classifier. The code already carries separate conservative bounds per type. No roughness code was changed. ⇒ Whatever the owner saw is not steady-state export cost. Most likely the in-editor regeneration a parameter change triggers, which is the full-rebuild cost, not the per-sample cost. Worth confirming with him. 3. ROOM MOUTH RISE -- his idea, implemented, off by default RoomMouthRiseBlendVoxels, default 8.0 blend 8 fit 20,804 reach 10,884 40,429 v / 75,416 t capability-NEUTRAL blend 24 fit 20,792 reach 10,874 40,337 v / 75,232 t REJECTED, loses capability Relief preserved at blend 8 (dihedral p50 2.5584, p90 33.7191). The chosen camera did not see a mouth bench, so no visual claim is made. 4. ⭐ VERDICT CACHE WITH REGION REUSE -- answers "why re-prove what we proved?" 130 classification calls -> 1 store, 129 hits, of which 128 ENCLOSING-REGION hits. The region level is the one that matters: deep rock is empty thousands of chunks at a time, and one proof over a large box now serves all of them. Soundness, which is the whole risk (a stale "empty" silently deletes geometry): 512-entry bounded LRU; stores ONLY AllAir/AllSolid, never Mixed; key includes seed, layout/lifetime id, params fingerprint, diff version, density/seal settings, support mode, lattice step, origin and extent; dynamic season/composer/terrain-op/biome configs FAIL CLOSED and bypass reuse. Deliberately session-resident, not on disk -- cross-process persistence cannot serialise all asset/layout/edit state safely yet. VERIFIED BY ME: build 0 errors; export 1.353 / 1.430 / 1.432 s ( |
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8e42d6d807 |
feat(tunnels): floor authored at BUILD time, room clips tunnel, climb tier added
The round the owner asked for, with three corrections from Codex that are worth more
than the features.
WHAT LANDED
- The complete tunnel floor profile is authored into FCachedTunnel during
BuildChunkCache, not derived per sample. This was his point: "it should be done at
creation time, since it knows its destination."
- Room floor ownership blends/clips the tunnel floor at mouths -- his A > B boolean.
- The traversal validator gained a climb tier, structured exactly as agreed:
bWalkOnlyCanReachDeparture / bClimbCanReachDeparture kept SEPARATE, with
WalkOnly / Climb / MineRequired cell counts reported alongside.
The comment in the header states the contract: "The primordial capability contract
is walk-only... climb is reported as a separate tier and never makes the hard
connectivity verdict pass." That is the distinction we wanted: reporting tiers, not
permission.
- Floor controls exposed under Cave Morphology|Tunnels|Floor.
⚠️ CORRECTION 1 -- LARGE LEDGES ARE NOT CAPABILITY-SAFE YET, so they stay opt-in.
default (preference 0) fit 20,804 walk reach 10,884 0 ledges
preference 2 fit 20,765 walk reach 10,712 360 ledges
Ledges cost 172 walk-reachable cells. Codex kept preference 0 (the old staircase) as
the default rather than shipping the owner's preferred look at the price of walkable
space, and led its report with that. Correct call.
⚠️ CORRECTION 2 -- THE BACKSTOP STILL CANNOT GO. Support/room fallback counters were
zero, but the structural protection clamp fired on 31,017 of 31,017 authored floor
samples -- 100%. So the shape is still not correct by construction; the clamp is
doing the work. Instrumenting it was the right move: we now have a number instead of
an argument.
⚠️ CORRECTION 3 -- THE "X + 2A" CLEARANCE BUDGET IS NOT IMPLEMENTABLE AS I SPECIFIED.
Interval propagation bounds FIELD VALUES, not SPATIAL DISPLACEMENT. Deriving A needs
a proven Lipschitz/influence bound for every post-operation, which we do not have.
Both the owner and I assumed the interval work already gave us this; it does not.
The idea is still right, the prerequisite is a displacement bound.
MEASURED BY ME: build 0 errors; export 1.365 / 1.357 / 1.420 s (checkpoint was
1.321 / 1.357), flat within noise; 153,346 triangles.
ALSO MEASURED THIS ROUND
- Edit cost: 8 affected chunks, 195.5 ms total -- generation 195.471 ms, apply 0.059,
diff 0.020, queue 0.001. It is full level-0 regeneration; a dirty-mesh path needs
partial section support that is unavailable without modifying RMC.
- Streaming caps: effective generation cap 14, pending max 14, CAP HIT. Mesh applies
per frame 4 (not hit), 2 ms apply budget (not hit), unloads 6 (not hit).
⇒ The generation core cap is what binds during startup fill.
- Peak export RSS 1.70 GB (was 19.5 GB before the memory work).
- LOD4 empty outliers gone. LOD0 not solved: 4,600 empty tiles at 3 us median, but 11
mixed-classifier fallbacks over 100 ms, max 554 ms -- verdict=Mixed, then the full
mesher, producing no triangles.
⚠️ UNVERIFIED AND CONCERNING: the reported in-game meshed times are far worse than
412a7ad's -- p50 498.8 ms vs 115 ms, p95 1.227 s vs 410 ms, max 1.974 s vs 844 ms.
The samples differ (9,336 ready events vs 841 requests, different traversal, possibly
queue wait included), and the export path is flat, so I do not know whether this is a
real regression or a different measurement. I have NOT reproduced it myself. It is
the first thing the next round must settle.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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e91f1c44bb |
wip(tunnels): checkpoint -- floor parameters exposed, round cut short by Codex credit limit
⚠️ THIS IS A CHECKPOINT, NOT A FINISHED CHANGE. The agent hit its usage limit
mid-round (locked out until 2026-09-15) after compacting its context, and never
filed a report or capability numbers. Committing so 1,344 lines are not left
uncommitted for five days. Verified by me only to the extent stated below.
WHAT LANDED
The tunnel floor controls are now real strate parameters under
"Cave Morphology|Tunnels|Floor", which is what the owner asked for -- hand-made
assets can tune them and the composer can roll them later:
bTunnelFloorEnabled true
bTunnelFloorTerracingEnabled true
TunnelFloorTerraceStepHeight 1.71 voxels (the existing 42.75 cm riser)
TunnelFloorMaxLedgeHeight 12.0 voxels (3 m -- climbable, not walkable)
TunnelFloorGentleSlopeThreshold tan(44 deg)
TunnelFloorLedgeCountPreference 0 (0 = old per-segment staircase;
>0 = whole-chain ledge policy)
TunnelFloorMaxLedges 4096
⭐ So the staircase-vs-ledges question the owner raised is now answerable IN THE
EDITOR without a rebuild: set LedgeCountPreference to 2-3 and the whole-chain
policy takes over from the per-segment one.
VERIFIED BY ME
build 0 errors
export, 2 runs 1.321 / 1.357 s (
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ce53552543 |
perf(relief): column cache for floor noise -- 8.5%, and my "it's 2D" premise was wrong
I predicted this would recover the D-section's 30% outright, on the grounds that the
floor relief is FMath::PerlinNoise2D and therefore a function of (X,Y) only, so every
voxel in a column recomputes the same pair of octaves. Codex checked the premise and
it does not hold:
production applies a 3D CAVE WARP before the floor is evaluated, so the warped X/Y
fed to the noise change with Z. A world-XY cache would have changed the field.
That is the third arithmetic prediction of mine that did not survive contact with the
code (after the double->float round-trips, and "the candidate scan is the last big
win"). Recording it because the pattern is consistent: I keep reasoning about cost
from a call site instead of from the data flow reaching it.
WHAT WORKS INSTEAD
Cache keyed on actual SDF-domain integer columns plus feature, owner, seed and
frequency -- correct in the warped domain, where world-XY is not. Fixed size, 32,768
entries, ~1.25 MiB per worker, no per-tile or per-region retention.
28,154,092 column lookups
25,842,374 hits / 2,311,718 misses (91.8% hit rate)
71,133,837 conservative relief skips (amplitude bound, only where SmoothMax is
provably the identity)
77,109,353 actual two-octave evaluations
my build, 3 runs: 1.384 / 1.405 / 1.415 s (
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ff8bd7a8bc |
feat(tunnels): tunnels get the floor rooms always had -- capability up, 30% slower (fix known)
The owner asked the question that unlocked this: "isn't the floor cut a modification
made to rooms afterward, instead of having them be naturally like so?"
Reading the code answered it, and the answer was that rooms and tunnels were built on
OPPOSITE principles:
room = SmoothMax(sphereSDF, floorHalfSpace), floor part of the SHAPE, evaluated
in one pass, with two octaves of Perlin relief already on the floor height
(FloorReliefStrength / RoomFloorCutMin=0.70, hash-rolled per room)
tunnel = a bare capsule with NO floor, then CaveTunnelFloorOp + support columns +
IsTunnelSupportFloorWorldPoint asserting a slab in afterwards
That is why tunnels read as "forced flat" and rooms never did, and why the previous
conditional-floor round could only find 1,539 skips in 1.5M tests: it was optimising
a correction instead of removing the need for one.
WHAT LANDED
Corridors now use a swept SmoothMax(capsule, floor): endpoint floor heights derived
from the rooms they join, deterministically interpolated along the control chain, the
existing two-octave relief reused (not reimplemented) and faded at mouths, and
TERRACES where a room-to-room transition is too steep -- risers capped at 1.71 voxels
(42.75 cm), with relief disabled on risers so the step bound holds.
player-fit cells 20,153 -> 20,835 (+682)
reachable cells 10,483 -> 10,901 (+418)
connectivity connected, both; mouth gap 0
vertices/tris 40,623/75,776 -> 40,429/75,416
dihedral p50/p90 2.5429/33.8499 -> 2.5529/33.7191 deg
Capability went UP, which is the point: the shape now provides what the correction
was faking, and it reaches places the slab did not.
RETIRED: the 1.5M-call natural-floor validator and its counters, plus the now-dead
CaveTunnelFloorOp / CaveTunnelAirOp implementations and profiler labels.
NOT retired: the finite support-column backstop. Removing it failed hard --
19,097 fit, 396 reachable, DISCONNECTED. It stays, and Codex was right not to force it.
⚠️ THE HONEST COST: 30% SLOWER
my own build, 3 runs: 1.509 / 1.542 / 1.543 s (was 1.118 / 1.131 / 1.197 s)
Well above the 17% noise floor. The relief evaluation is what costs.
⭐ And the fix is already identified: the relief is `FMath::PerlinNoise2D` -- a
function of (X,Y) ONLY -- yet it is evaluated per 3D sample. That is exactly the bug
pattern the support floor had, where making the decision per-column took it from
2.29 to 0.138 us/sample (16x). Caching relief per XY column should recover most or
all of the 30%. Next round.
Renders confirm the floors now undulate gently instead of presenting a flat plane;
the global relief metric is wall-dominated and inconclusive, and Codex correctly
declined to claim the visual complaint solved on that basis.
Determinism holds: both final runs hash 4520DC6F with canonical repeat equality.
Analytically the authored floor profile is bounded by tan(44 deg) including the
Perlin derivative and mouth envelope; the full post-modifier SDF still is not
provable, so the player-fit audit stays.
Build 0 errors. Nothing outside Plugins/VoxelForge; RealtimeMeshComponent untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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383ec86c37 |
perf(apply): stutter is NOT the game thread -- and the flat floor cannot be relaxed
Two things the owner reported from playing |
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412a7ad219 |
perf(game): the path he actually walks -- meshed p95 4.91s -> 0.41s, RSS 19.5GB -> 1.7GB
The owner: "I want real performance gain for the ingame path... not in deletion, but
in optimization and tricks." Three rounds of ours had improved the commandlet export
he never runs. This one is the streaming path.
MEMORY -- it was retention, not the new lattice
19.5 GB was worker FChunkSDFCache arrays keeping capacity when keys were replaced
(946 MB across 15 workers in diagnostics), shared graph caches with no byte or
lifetime budget, and batch commandlets holding transient UObject worlds until exit.
BlockSkip is bounded to 8^3 bytes per tile; interval scratch is worker-local and
capped. Fixes: release storage on key replacement, LRU with a 256 MiB resident
budget, limit in-flight graph builds, drop oversized entries, CollectGarbage between
batch cases.
peak RSS 19.5 GB -> 1.643 GB (their runs) / 1.71 GB (mine, 3x128^3) -91%
a 3-case stress batch showed no accumulation
WHY SOME EMPTY TILES COST 5.6s AND OTHERS 3us -- a 1.9 MILLION x spread
Fast ones returned straight from the layout/edge proof (verdict AllAir/AllSolid,
refine=0, mesh=0). Slow ones returned Mixed, so the caller ran the FULL mesher grid
and only discovered emptiness by brute force -- logs show empty=1 after ~5 s of mesh
work. The interval machinery now reaches a verdict before a mesh job is enqueued.
IN GAME, 841 requests at streaming radius:
count p50 p95 max
empty 394 6.087 ms 12.113 ms 25.049 ms
meshed 447 114.748 ms 410.314 ms 844.043 ms
LOD0 empty 221 7.126 ms 11.901 ms 25.049 ms
LOD0 meshed 122 355.794 ms 600.945 ms 844.043 ms
against
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d38d4cabef |
perf(gen): interval propagation -- blocks can finally be PROVEN empty. 1.55s -> 1.21s
Task 4 ran 11 hours and was killed by system memory pressure before it could file a report. The work survived, builds clean (0 errors), and is verified faster with byte-identical output. This commit is my verification, not its summary -- it never got to write one. THE STRUCTURAL FIX |
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0e9df9e5a7 |
perf(gen): the game path is NOTHING like the export path -- and empty tiles cost 5.6s
Overnight task 3. The headline is not a speedup: it is that we have been measuring
the wrong thing all along.
⭐ IN-GAME MEASUREMENT, FINALLY (headless -game -nullrhi, TunnelNetwork PIE map)
46,078 profiled tile calls
46,025 EMPTY (99.885%)
53 actually meshed
meshed p50 0.6085 s p95 4.9075 s max 5.0199 s mean 1.3515 s
LOD1-3 empty medians ~2-3 us
LOD4 empty OUTLIERS up to 5.618 s
The pawn fell through successive strata during the run, reproducing the owner's
"I can outrun the generation and fall" exactly.
Two facts to sit with:
1. **Almost nothing is meshed. 99.9% of tile requests produce nothing** -- and some
of those empty tiles take FIVE AND A HALF SECONDS. A tile that generates no
geometry costing seconds is the bug, and it is classification cost, not meshing.
2. The export path we have optimised for three rounds does 64 tiles in ~1.5 s
total. The game does 46,078 calls with multi-second tile latency. **They share
the density function and nothing else about their cost profile.**
⇒ Every optimisation so far was aimed at the path the owner does not play.
WHY NO BLOCK CAN BE SKIPPED -- answered, and it is structural
Per-op bound-vs-brute-force table produced (op_bounds.json). Most ops bound fine
once given proven suprema, and those were tightened:
FBM envelope 1.5, cellular 6.0, SdfConvertOp exact 2*|BaseDensity| = 16,
Lerp radius envelope max(Min,Max), plus state-aware room/column/floor-bias/worm/
terrace/cliff/arch/dome/pinch/roughness bounds. Structural ops now return exact
zero outside their geometric bands.
But OriginSpineOp, PassageCarveOp and the active seals **cannot** take a finite
generic density bound: they Lerp/Min/Max against the CURRENT density, so with
arbitrary incoming density their supremum is mathematically unbounded. This is not
a missing EffectOverBox, it is the operator semantics.
⇒ Hierarchical evaluation requires propagating a density INTERVAL through the
stack, or changing those operators. That is the real prerequisite, now named.
Early-out with tightened bounds still skips 0 of 4,096 blocks and costs 96.6%
(3.305 -> 6.497 s). Left opt-in and DISABLED. ClassifyTile's TerrainZ/overhang
guard untouched.
SPATIAL INDEX REMOVED (ee89c4d's, which never earned its keep)
wall clock 3.1407 s on -> 3.1894 s off = 1.5%, below the 17% floor
cache bytes 557,626,564 -> 246,049,920 = -297 MiB
candidates 19.5M -> 81.6M scanned (4.17x), evaluated +25.6%
Memory the owner can feel beats counters he cannot. Per-primitive broadphase stays.
VERIFIED END-TO-END on a correctly built binary: 1.515 / 1.554 / 1.569 s, geometry
hash 98eaad61..d3c4f unchanged from
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e63f016835 |
tools(profile): the instrument lied by 11.5x -- now it checks itself, and batching kills startup cost
Overnight task 1 of the owner's mandate: "better diagnostic, profiler and tools, so we can batch test way more quicker." WHY THIS CAME BEFORE ANY MORE OPTIMISATION |
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ee89c4d8c2 |
perf(gen): 5x fewer candidates, 16x cheaper floor -- and 0% end-to-end. Read the last section.
Owner, after playing
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0576e800c4 |
perf(gen): the landing work was per-voxel -- 342s to 2.6s, same world
The owner played |
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d97373c5a8 |
feat(gen): Jahni's playtest corrections -- rooms flattened, roads deleted
From walking a TunnelNetwork preset at (0,0). Four corrections, and two of
them were the same mistake.
2a. The (0,0) landing room is sized to host a FUTURE straight vertical
shaft from the surface, with flooring around the origin itself. The
room is the landing for a shaft the player digs later.
2b. The inter-strate descent no longer starts at the spine -- placed by
deterministic hash within a radius around (0,0). The spine room is for
the surface shaft; the descent is elsewhere.
2c. ⛔ DELETED the landing->hub connector roads from
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55bf807f60 |
feat(descent): landing ROOMS and a walkable tunnel -- per Jahni's correction
Jahni corrected the design: "the connection between level is a tiny tunnel
connecting both strate, not vertical, it needs to be walkable" and "'the
spine' shouldn't be carved except optionally from the top first strate,
then it's used to have a landing room".
COMPOSER-NOTES §6.8 had said the spine "provides a clean landing space, not
a continuous open shaft" -- and the implementation carved a vertical
cylinder anyway. A vertical cylinder has no walkable floor except at its
bottom, so a carve guaranteeing open AIR guaranteed nothing STANDABLE.
That one omission is behind five of my dead hypotheses this week.
Now:
origin spine a finite rounded ROOM per strate, no vertical bore.
radius 14 -> 8 m wide, 7.5 m tall
descent a walkable tunnel, single-file by design: 3 m mouth,
2.5 m waist, gradient capped at a NAMED 15 deg
exotic styles VerticalShaft / SpiralDescent / CascadingDrops /
CrackCrevice preserved, no longer the default
⚠️ THE GEOMETRY BITES, and it is worth Jahni's eye: at 15 deg a 32 m drop
needs 119.4 m of horizontal run -- about 59.7 m per switchback leg. That is
a long walk between strates. It is the honest consequence of "walkable",
not a tuning artifact, and the alternative is a steeper number.
⭐ AND THE ROOT CAUSE GOT NAMED A THIRD TIME, by Codex mid-run: "the round
tube was hollow air but had no authored support strip, so 'open' still did
not mean 'standable'." Tunnels now carry a floor band, and the root join
terminates in the finite origin room rather than an annular shaft hub.
Measured, commandlet sweep, 8 archetypes x 8 seeds, 64/64 valid:
origin column has player-fit cells 17/64 -> 63/64
origin column reachable 0/64 -> 7/64
arrival landing probes 315/320 fit AND in the arrival component
tunnel audit 5,916/5,916 floor and capsule samples pass; zero gradient,
floor, capsule, geometry or seal failures
narrow-gap events 0 box verdicts 14 checked, 0 violations
⚠️ arrival->departure is 6/64. The landings and tunnels are now provably
walkable; what remains is the INTRA-STRATE vertical connectivity problem
found in
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413c15de24 |
feat(passages): §6.5 landings -- you arrive somewhere you can stand
The last unbuilt Tier 1 item. A passage was a bore through rock with no floor inside the walkable angle, so its mouth was not a standing position and neither was anything near it -- the departure mouth measured a FOUR-CELL player-fit component. You arrived and there was nowhere to stand. Both ends of all 7 passages now open into a landing, sized from the body: capsule diameter 2.72 vox floor >= 12 vox (3 m) to stand and turn capsule height 7.04 vox room >= 12 vox tall, stock mouth gives 18 (4.5 m) 3-voxel floor slab, tube tangent to it -- no lip to climb out of connector 5-vox radius: 2.5 m clear width, 3 m clear height ramps over 44 deg get a deterministic level dog-leg ⭐ THE MOUTHS ARE NO LONGER SPECKS: archetype components largest arrival-departure Maze 309 -> 340 176 -> 3210 43-81 -> 3210-3210 TunnelNetwork 467 -> 227 1292 -> 3841 2-1 -> 3841-269 Underwater 86 -> 117 35 -> 3838 3-11 -> 3838-267 FlatPlain 45 -> 11 259 -> 2130 1-1 -> 268-273 CrystalChamber 197 -> 90 24 -> 286 1-1 -> 286-274 FloatingIslands 2 -> 1 3 -> 72 1-1 -> 72-72 Law 1/8 -> 2/7 connected (1 refused on MaxCells), and critically ZERO connections now run through a four-cell pocket. Every landing floor was verified against the FINAL density, after all posts: 14/14 pass the 44 deg slope bracket, worst room gradient .059, worst connector .522. 14/14 deterministic root joins. 0 seal failures. 0 box-verdict violations across 82 proved + 174 mixed, 109,142 voxels. Op-stack bit-identical, order-independence green over 10 slots / 31 passages / 3 pool orders. Cache 0.665 us rebuild, 0.646 us hot. Post order: origin spine -> vertical seal -> passage tube + landing floor -> XY edge seal. Landings clamp 4 voxels inside the vertical seal; the XY seal stays last and wins at world edges. ⚠️ ARCHITECTURAL NOTE, not a detail: landings join a deterministic annular ROOT HUB at (0,0), built identically for every endpoint -- no nearest- component search, no passage ordering. That is what makes the join guaranteed rather than likely, and it extends the (0,0) spine concept from a landmark into a structural network. It also means routes tend to pass through the centre, which is a gameplay consequence worth Jahni's eye. ⚠️ AND IT DOES NOT CLOSE THE LAW. Codex is explicit: the landings guarantee membership in the new root network, NOT in the archetype's pre-existing fit component. The whole-strate Maze check still shows a 71.9-voxel gap between 1,235 and 2,938-cell components. So the native corridor networks remain disconnected from the root network in places. Real, separate, next. 52 build-and-measure cycles, ~9 hours, finding real geometry bugs on the way (a landing floor overlapping the ramp cells and hiding a floor discontinuity; the disturbance pass refilling connector headroom). Build clean, 32/32 success, 0 failed. Showcase regenerated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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2eaceb5984 |
feat(maze): a spanning tree -- it is a maze now, not a grid
Jahni: "mostly a cube full of straight pathway along the edges... basically
just a repeating pattern of tunnel connecting to each other, definitely
unwanted". And the measurement: the arrival mouth in a 30-cell pocket while
the network held 1,217. SAME CAUSE -- edge selection was independent hash
gating per +X/+Y/+Z edge, i.e. a random subgraph of the cubic lattice.
Every junction identical, and connectivity left to chance.
Fixed the way VerticalShafts was fixed in
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4378385b37 |
fix(passages): land mouths where a BODY fits -- and the cause is now cornered
VF_SuggestLandingPoint aimed at open AIR. Air is not where a body fits: a mouth could sit in a perfectly open pocket no capsule can stand in. It now requires a legal capsule pose -- clearance (r 1.36, half-height 3.52), support within a 1.8-voxel / 45 cm step height, a walkable support PATCH (4 of 5 columns, centre required, slope <= 44.8 deg), positive density throughout the capsule, strict 2x seal interior, bounded lateral snap. It stays a PURE free function, which was the hard constraint -- GeneratePassages runs inside Initialize while the layout is half-built. So it cannot flood-fill, and Codex correctly did not pretend otherwise: it aims at deterministic guaranteed features instead (room centre/floor, slab floor, horizontal maze edge, shaft feature-core ledge pose, island top). Both mouths query their own strate independently; no passage chaining, so LayoutOrderIndependence stays green. Placement measurably improved: Maze comps 309 -> 82, largest 176 -> 1217, gap 206 -> 122 VerticalShafts comps 112 -> 36, largest 96 -> 619 CrystalChamber gap 47.5 -> 19.1, departure mouth now in a 717-cell comp Underwater comps 86 -> 13 ⚠️ AND THE LAW IS STILL 1/8. Reported honestly rather than tuned. Mouths now land on legal body-sized poses; the poses just are not connected to each other. ⇒ BY ELIMINATION, THE CAUSE IS GENERATION. Four candidates, three dead: size DEAD -- Jahni walked it; bore measures 3.62 m vs 3.677 m spec the stencil FIXED -- fragmentation was 3x overstated by an exact-Z-1 floor placement FIXED -- mouths now sit on legal poses, several in large comps GENERATION STANDS -- body-sized space exists in big components that do not reach each other ⭐ AND THE MAZE TIES TWO OF JAHNI'S COMPLAINTS TOGETHER. Its arrival mouth lands in a 30-cell pocket while the main network holds 1217. Edge selection is INDEPENDENT HASH GATING per +X/+Y/+Z edge (VoxelDensityOpStack.cpp:582/584/586) -- so the corridor graph is a random subgraph with no connectivity guarantee, exactly the percolation failure VerticalShafts had before its drainage tree. That is the same root cause as "mostly a cube full of straight pathway along the edges": a spanning tree would make it BOTH feel like a maze (dead ends, uneven runs) AND be connected by construction. One fix, two complaints. Codex found a real error in my spec: an infinite shaft cylinder has no support surface AT its axis, so the old exact-axis assertion was unsatisfiable. It now requires a deterministic feature core and audits tree connectivity from the resolved axis. Build clean, 29 succeeded / 0 failed / 2 known deliberate warnings. Box audits 0 violations. Shaft refinement 16/16. Order-independence green across 10 slots, 31 passages, 3 pool orders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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fc43a86709 |
feat(scale): size the world to a human body -- and it is NOT enough
Jahni: "can't you try and make the world to scale?" Every length parameter is now derived from the body and annotated with its metre value, so nobody has to do the arithmetic to notice something is absurd. CorridorRadius 4 -> 8 1 m -> 2 m radius (4 m bore) CellSize 40 -> 64 keeps a real wall between wider corridors TunnelMinRadius 3 -> 6 0.75 m -> 1.5 m ShaftMinRadius 5 -> 8 1.25 m -> 2 m IslandMinRadius 18 -> 24 4.5 m -> 6 m MouthRadius 6 -> 8 passage mouths 4 m plus passage reach, spiral, cascade, bridges, ridges, chasms The reasoning that motivated it still looks right: a 2 m circular bore for a 1.76 m player clears the head only along the exact centreline, so almost no cell has a floor with 7.04 voxels of clear air above it. A 4 m bore is genuinely walkable. ⚠️ BUT IT DID NOT FIX TRAVERSABILITY, and this time it is not the instrument. The player-fit law is measured at STEP 1 on a mouth-fitted window -- full resolution, both mouths inside the box -- and across the eight showcase archetypes it reports: 6 NotConnectedAtThisResolution (real negatives at full resolution) 2 OutOfWindow (unmeasurable, not passing) 1 StartCellNotPlayerFit (the arrival mouth itself is too small) 0 CONNECTED And every archetype reports hard-gate survivors=0, so the showcase is displaying the least-bad of an entirely failing set. ⛔ DO NOT READ player_fit_fraction / player_clearance FROM THE SHOWCASE LINE. Those come from the COARSE step-4 measurement in the same log line, where the 1.36-voxel player is sub-cell and fit is unmeasurable -- player_clearance reads a uniform "1.00 voxels" for all eight archetypes, which is one cell, not one voxel. Only restricted_law is at step 1 and only it is trustworthy. Fixing that mixed-resolution reporting is next. So scale was necessary and insufficient. My hypothesis was that bore diameter versus body height was the binding constraint; doubling it moved nothing measurable. Something else is preventing player-sized volume from existing at all -- worth finding before tuning any further. Codex applied these edits and then died mid-poll without validating them (third time a killed agent left a clean-looking unbuilt diff). Build and suite run by me: build clean, 30 succeeded / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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4f11ce81a4 |
fix(shafts): the primordial law holds -- 0 trusted negatives across 16 seeds
Closes the VerticalShafts bug. Two remaining failures were investigated
and neither was a broken world.
PART A -- my measurement window was binding, not the world.
The window was a square centred on (0,0) with a radius, while mouths sit
up to ~200 voxels out in arbitrary directions, so a box holding both was
mostly empty space paid for at full price. Seed 6 at step 1 needed
16,515,072 cells and blew the cap; fitted to the two mouths it needs
6,553,344 and measures fine.
seed 6 step 2 NOT_CONNECTED -> CONNECTED at doubled margin
seed 6 step 1 NOT_CONNECTED -> CONNECTED at doubled margin
seed 14 step 2 CONNECTED
seed 14 step 1 CONNECTED
A fitted box can cut off a route that detours outside it, so every
negative is re-run at doubled margin. 5 of 16 were binding negatives and
all 5 flipped. TRUSTED NEGATIVES: 0. There is no evidence of a single
unescapable strate in 16 seeds.
PART B -- the drainage tree has no orphans, and a third cause existed.
0 / 10,372 unreachable shaft paths (0% orphan rate)
16 strict local minima, all caught by the direct-spine fallback
neighbour fallback fired 0 times; emergency fallback 0
91.8% of non-largest components are smaller than one shaft volume --
they are roughness bubbles, not geometry
So a mouth could land in a noise bubble that is open but unreachable --
worse than useless, exactly the trap the law forbids.
VF_SuggestLandingPoint now returns the selected shaft AXIS, which is on
the drainage tree by construction.
⚠️ Codex found a third cause neither of us listed: tree capsules could
cross ledge bands, so a guaranteed connector could be blocked by a ledge.
Connector Z is now drawn from a deterministic ledge-free interval,
mirrored in the op stack.
⚠️ And an 8th error in my spec: "connect to any neighbour shaft" as a
fallback can create CYCLES -- a loop of shafts that drains nowhere and is
disconnected from the spine. The fallback must preserve strictly
decreasing origin-distance. Implemented that way.
per-archetype law 6/6 · box-verdict violations 0 · stack equivalence
bit-identical over 20,000 samples · sweep 45.3 -> 20.4 s
cache 7.970 us rebuild, 0.073 us hot call (225-cell rolls on rebuild only)
Build clean, 21 succeeded / 0 failed, verified by me in VoxelM.log.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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8cd5face9b |
fix(strate): aim at the room's centre, not beside it
Commit
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1ab8c0cae4 |
feat(strate): passages aim at open space -- for half the archetypes, measurably
Tier 1. GeneratePassages placed every passage at a random angle, distance and reach, never consulting the destination strate. The carved tube is air by construction, so nothing looked wrong -- but whether the lower mouth joined the destination's connected cave space was luck. A player could descend and arrive in a sealed pocket. The primordial law was a hope. VF_SuggestOpenPointZ is a pure free function of (archetype, params, seed, XY): no operator stack, no StrateManager, no cache. That is deliberate. This runs inside Initialize, where the layout is half-built and LayoutVersion is in flight, so anything holding a manager pointer there is a re-entrancy trap. Coverage is four archetypes of eight, and the number is the deliverable: 7 passages, 3 aimed at generator-confirmed open space with 48/48 ring samples air, 4 falling back. The hole is not closed. It is measured, where this morning it was invisible. Two corrections from Codex, both mine and both would have shipped confident nonsense: room placement is seeded by MakeStrateSeed, not the passage salt, so my version would have queried a cave graph that does not exist; and slabs need the world seed because that is what GetSlabDensity uses. And one of mine caught in review: the first test sampled GetDensityAt at the mouth and asserted air, which is true by construction because the passage carve is a structural-post invariant. It could not fail. Replaced with a 16-point ring outside the carve radius requiring 8/16 air -- a proxy for connectivity, not a proof. The proof is a flood fill, which is Tier 2. Logging: my first spec asked for a per-passage warning on fallback. It fired 572 times and turned 14 clean tests yellow, which is precisely the anti-pattern OPSTACK-HANDOFF.md warns about -- a warning that always means "this is fine" teaches people to ignore warnings. Now one sorted Log line per layout build. Built clean, suite green: 17 succeeded, 0 with warnings, 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb |
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cab8e8fe55 |
fix(morphology): BuildChunkCache under-bounds room/tunnel collection when Min > Max
Third instance of the same class, and the worst one -- found by the Sol-High
read-only audit (VF-05) and verified against the code before acting.
MaxInfluence, RoomZBuffer and EvaluateSDF's Margin all derive from
MaxRoomRadius / TunnelMaxRadius, while the radii are Lerp(Min, Max, hash), which
yields up to max(Min, Max). A room able to reach a chunk can therefore sit in a
cell the collect region never visited.
Worse than the two fixed earlier today because:
- it is TunnelNetwork, the largest archetype;
- BuildChunkCache is called by BOTH density paths (FRoomGraphSource calls it
rather than transcribing it), so this was never an op-stack bug -- it is in
the shipped original code and always has been;
- the failure mode is a window-invariance break (ARCHITECTURE 8.4): whether a
room exists depends on which chunk you queried from, which in multiplayer
means two peers generate different geometry from the same seed.
Four bound sites now use RoomRadiusEnvelope / TunnelRadiusEnvelope; the two
duplicated copies of the formula still compute the identical expression. No
Lerp, placement, hash or bStore line changed -- with correctly ordered params
max(Min,Max) == Max, so this is bit-identical. A no-op at correct values is the
acceptance signal.
Also adds a reviewer's header to AUDIT-2026-08-CODEX.md marking which findings I
verified (VF-05 confirmed, VF-02 premise confirmed, VF-03 evidence overstated --
its cited fixture corroboration does not exist) and which are unverified leads.
Not built -- Jahni builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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f030eec08a | Upload of all files, starting point |