Commit Graph
314 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 81b7d6d0ff standalone: per-tile speed at plugin level, streaming like the game, softer lighting
Cause found by profiling: room/SDF graph-cache churn (exact XY bounds + sample order rebuilt it
constantly). Region grouping (one LOD3 tile: 1,084 -> 229 builds), taller-tile traversal for LOD6
(36,480 -> 12,160), extent-dependent cache slots, lambdas instead of recursive std::function.
Serial ms/tile, 64 nearest tiles per level (before -> after):
  L0 50.4 -> 50.6, L1 112 -> 110, L2 24 -> 22, L3 223 -> 73, L4 269 -> 134, L5 393 -> 127, L6 283 -> 145.
Hashes of all levels unchanged; parity 3,436/3,436 bit-identical.
Full clipmap, 16 workers BelowNormal: full detail 66.6 s, all 12,054 tiles 175 s. In-stream L0 tail is
high (median 83 ms, mean 198 ms, p95 669 ms) vs 51 ms serial.
Streaming: recentre keeps the intersection, generates only missing tiles nearest/finest first;
one crossing = exactly 441 new tiles in 6.1 s, no stale results.
Lighting: normals already come from the density gradient; the striping was the squared headlamp;
broad linear fill + warmer palette. Daytime CPU rule documented in Standalone/README.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-03 06:49:41 +02:00
Fr0zkaandClaude Opus 5.5 3f300b912a wip(standalone): paused by the owner -- hashed maps + inline allocator (no speedup yet), streaming in progress
Hashed TMap/TSet and real TInlineAllocator storage did not move level 0 (72.1 -> 74.1 s, within
noise): the slowness is elsewhere. StreamingWorld.h started (first build hit an int64/uint64
mismatch), library plan drafted (SHARED_CPP_LIBRARY_PLAN.md), before-normal captures saved.
Uncompiled/unmeasured parts: streaming. Resume by forking session 01a0fd2e-3c3b-7050-b4e9-628fdcc4d553.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 18:01:49 +02:00
Fr0zkaandClaude Opus 5.5 05f62cff36 standalone: the owner's world outside Unreal -- bit-identical density, D3D11 fly-through viewer
Standalone/ (C++20, MSVC /O2 /arch:AVX2 /fp:precise, Build.ps1): copied density pipeline, op stack,
cave morphology, passages, strate manager/composer, noise, DetSinCos, mesher, clipmap selection,
with a UE compatibility layer (Compat/). Owner data exported once to Standalone/data/owner_world.json
by a default-off explore-commandlet exporter (the only plugin-source change). 25 cm voxels.
Parity: seed 0, 3,436 samples (strate edges, negative/far coords, rooms, tunnels, passages,
landings): bit-identical. Viewer: full 7-level clipmap, per-level toggles 1-7, T = round winding
tunnels (standalone option), N/P seed, F wireframe.
Timing NOT yet a baseline: 515 s for 12,054 tiles (L0 70 s, L6 296 s); the compat TMap/TSet are
vector-backed with linear lookup, which the plugin's caches do not expect.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 12:14:04 +02:00
Fr0zkaandClaude Opus 5.5 a443eb8546 research(intervals): blends, dual contouring, surface relief -- look better, not there; new stages single-threaded
Bounded smooth blends at junctions (3.1% of cells), QEF dual contouring on the exact crossings and
analytic normals, band-limited surface relief (bound 0.60 m, observed 0.40-0.44 m, R toggles it),
sparser strata. Exact signs vs the blended reference at every node, thin features kept, same hash
across worker counts. Mesh has 0 boundary edges but 3-7 overused edge groups: not collision-ready.
Near CPU total, 6 workers: 241 -> 836 ms. The new stages all run on ONE thread: blend index 186 ms,
blend evaluation 201 ms, dual contouring 322 ms, relief 61 ms.
Look: slab stack gone, joins rounder; chambers read as broad crumpled facets, junction seams still
flaky. Viewer built as interval_viewer2.exe (the owner had the first one open).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 04:23:38 +02:00
Fr0zkaandClaude Opus 5.5 8d29c09512 research(intervals): OBJ export switch and a D3D11 fly-through viewer for the spike
Viewer generates the world at startup with the spike's code (timing shown), free-fly camera,
wireframe, near/far toggles, seed cycling. Benchmark hashes unchanged (e5ad62303de5f641).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 01:27:18 +02:00
Fr0zkaandClaude Opus 5.5 61b1c9c329 research(intervals): one-day spike -- whole near region in 241 ms (6 workers), exact signs, far proxy 8.6 ms
Standalone C++20 (MSVC /O2 /arch:AVX2), no Unreal. A 372-shape corpus (rooms at the hardest
profile's scale, winding tunnels, pillars, stalactites, shelves, floating masses, thin strata,
rotated shapes, crowded junctions, craters), built two ways: point-by-point reference vs column
intervals on 3 axes + 64-bit sign words + bit-scanned active cells + meshing from analytic crossings.
64 m near region at 25 cm (17.4 M nodes), 5 seeds, fresh processes:
  workers  near CPU total (median/p95/worst)  interval stage   mesh stage (single-threaded)
  1        349 / 358 / 358 ms                  154 ms           188 ms
  6        241 / 280 / 288 ms                   48 ms           191 ms
  8        240 / 271 / 277 ms                   43 ms           193 ms
Near mesh ~563k triangles, 13.5 MB; total output 19.9 MB; busiest line 58 candidates (< 64).
Correctness: 0 sign mismatches vs reference at every node, 0 missing crossings/open contours, thin
strata with no lattice node inside get explicit triangles (dropping them is caught), same hash on
1/6/8 workers and a repeated run. Far field: 47k nodes / 92k patches in ~8.6 ms, but fixed-grid
ellipsoid sheets, not a validated cave hierarchy: unproven. No noise detail in this corpus.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 00:45:59 +02:00
Fr0zkaandClaude Opus 5.5 413983f2d3 docs(research): Astra round 3 -- interval columns, packed sign words, surface-emitting hierarchy, 900 ms budget
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 23:40:47 +02:00
Fr0zkaandClaude Opus 5.5 8b87749771 docs(research): Astra round 2 -- shared shoreline curves, flowing stone, material-space deformation
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 23:15:09 +02:00
Fr0zkaandClaude Opus 5.5 35e3d149d2 docs(research): Astra free-thinking round -- coarse structure + real surface relief, boundary-aware generator
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 21:55:23 +02:00
Fr0zkaandClaude Opus 5.5 bc0f9ee791 wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
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
2026-10-01 21:21:45 +02:00
Fr0zkaandClaude Opus 5.5 ca78352e43 research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game
Editor-only, default off (voxel.ResearchParameterizedCave 1; the live skip proofs now decline
automatically). Jittered elliptical chambers of varied size and height with rock between them,
narrow tunnels, capped shafts, occasional pillars/ledges/stalactites/stalagmites/hanging masses;
detail bands at 48/24/12 samples (shortest 3 m), bound 3.822.
Gates, step 2e -> step 2f R29 (worst of 8 profiles), each rejecting 2e:
  crumbs < 1 m^3 2,290 -> 0; dihedral >45 deg 40.7% -> 2.2%; lattice detail energy 0.83 -> 0.007
  (RMS floor kept: 0.484 >= 0.40); LOD1 distance p95 0.709 -> 0.377 samples; grid autocorrelation
  0.667 -> 0.348; solid share 2.7% -> 79-82%; roof/floor openings 26,657 -> 0.
Speed, 259^3 ring, six workers, idle machine (20 GB free): 527-572 ms, worst TerracedBasin 572.3 ms
(R27 591 ms, R28 603 ms: run-to-run spread is ~5%). Proof audit 0 violations, undersized control
caught; seams pass; 1 vs 6 worker hash 876069a813c83cee; TraversalSeeds pass.
Captures are UNLIT (lit runs showed only sky; three D3D12 device-removed crashes): they show the
material's tiling, not the cave forms, so the look is not yet judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 05:50:20 +02:00
Fr0zkaandClaude Opus 5.5 d6555df5fa wip(step2f): coherent field -- flakes, speckle, grid, roof fixed; 3 crumbs + 636 ms left; last edits UNCOMPILED
Stopped by low memory (another app at 14 GB; processes failed with 0xC0000142).
r6 (compiled and measured, owner playing during the run), step 2e -> step 2f r6:
  crumbs < 1 m^3 (max per profile)   2,898 -> 3        FAIL (0,0,0,0,2,1,3,2)
  flakes (shard share / p95 angle)   40.7% / 84.2 deg -> 2.1% / 33.1 deg   pass
  lattice-scale detail energy        0.832 -> 0.016    pass
  grid signature (autocorrelation)   0.666 -> 0.349    pass
  min solid share / roof openings    2.7%, 26,657 -> 79.2%, 0   pass
  worst profile ring time            642.8 -> 636.3 ms FAIL (6 workers, 259^3)
Step 2e measured 642.8 ms here vs 570 ms idle earlier: the game was costing ~12% during this run.
Brick proofs + audit, seams + injected seam, 1 vs 6 worker determinism pass. After r6, feature
probabilities were lowered to remove the last crumbs: NOT compiled, NOT measured. TraversalSeeds,
in-game captures and the LOD-rejection figure for 2e are still to do. Reject screenshots included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 19:50:42 +02:00
Fr0zkaandClaude Opus 5.5 0a7492ffab research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted
Editor-only, default off. Seeded chamber graph (jittered XY grid, spanning tree, optional loops,
tunnels, shafts, pillars, ledges, spires, floating masses, basins), 8 profiles, four detail bands
at every surface-affecting 25 cm sample, sound brick proofs. 259^3 ring, six workers, medians of 3:
404-570 ms (worst TerracedBasin 570.0 ms). Detail, seam, bound-audit (0 violations, undersized
control caught), determinism (1 vs 6 workers) and TraversalSeeds all pass; live tests untouched.

Not accepted yet: the profiles are 81-97% open air. In the slices a "TightNetwork" is a large void
with scattered solid blobs (rooms of 0.5-0.76 x pitch overlap and merge), and the finest detail
band shows as salt-and-pepper speckle with 22-109 separate 1 m components per ring: fast partly
because air bricks skip, and the look needs the owner's judgement. Also missing vs live: maze,
flat/plain, crystal-chamber, surface-world and underwater grammars; water geometry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 17:47:36 +02:00
Fr0zkaandClaude Opus 5.5 f8a46ecf8d 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
2026-09-30 11:45:45 +02:00
Fr0zkaandClaude Opus 5.5 78641da0bb research(step2d): a simpler field is fast (81 ns/sample) -- but it is not the owner's world; NOT a pass
Editor-only, default off (voxel.ResearchRedefinedDensityField). The redefined field is a seeded,
periodic cross-corridor pattern per strate plus the authored passages, landings and a shaft tree,
with four value-noise detail bands at every near-surface 25 cm sample and sound 8^3 brick proofs.
259^3 ring, six workers: 308 ms median (467 ms without skips) vs 8.9 s for the live field.
Detail, boundary-artefact, determinism (1 vs 6 workers, two runs) and bound-audit checks pass.

Why it is not a pass: the slices show a mostly-solid field with a few straight corridors, where the
owner's world is mostly open space; rooms, the tunnel network, composer recipes and archetypes are
gone. Much of the speed comes from 60% of bricks being proven solid in that simpler world.
What it does show: detail at full resolution plus brick skipping costs ~80-130 ns/sample; the
cost of the live field is how rooms/tunnels/passages are represented, not the detail or the lattice.

The two walkability tests were redirected to the research field in the working tree; that change
is NOT committed (saved as scratchpad step2d-test-redirect.patch) so they keep testing the live world.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 09:06:25 +02:00
Fr0zkaandClaude Opus 5.5 d6e021a80b docs(research): step 2 verdict -- exact per-sample density cannot reach 600 ms
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 04:18:58 +02:00
Fr0zkaandClaude Opus 5.5 43c11ccaa8 measure(step2c): setup once per chunk, still 1.6 us/sample -- exact per-sample density misses 600 ms
Editor-only, default off. 259^3 ring split into 1,000 aligned 32^3 chunks; cache/index builds
bounded by chunks (948 room/SDF caches, 800 active-op lists, 8,532 index tables); 800 block setups
+ 201,243 scalar fallback points (1.16%); no per-point GetDensityAt on supported routes.
Six workers: live 7.07 s wall / 1.678 us per sample; prepared 7.92 s / 1.595 us.
Candidate visits 21.2 -> 15.8 per sample, evaluations 6.31 -> 5.75; room / tunnel / tunnel-core
evaluations unchanged (48.1 M / 5.0 M / 38.4 M for 17.4 M samples). Passage evals 18.1 M -> 8.4 M.
Exact: 0 Q16/sign disagreements, five seeds, same hash on 1 and 6 workers, reach shrink caught.
Luna's verdict: 600 ms is not reachable while every lattice point evaluates the exact current
density; 27.7 worker-CPU seconds need >= 7.7x less work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 04:18:44 +02:00
Fr0zkaandClaude Opus 5.5 fd9f809c1c measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed
Editor-only brick API (<= 8^3 points per call, TunnelNetwork/Underwater op-stack routes, 1.16%
scalar fallback). Exact: 0 Q16/sign disagreements on the full 259^3 ring and the five-seed probe
set, same hash on 1 and 6 workers, reach shrink still caught (18,107 Q16 / 735 sign).
Speed: 69.19 s wall, 17.6 us/sample vs live 7.04 s, 1.65 us/sample. Stack sampler (inclusive):
BuildChunkCache 93.5%, PropagateSdfOverBox 92.5%, BuildActiveOpList 92.6% -- each brick rebuilds
the cache windows and active-op lists; EvalBlock itself is 3.6%.
Live path attribution (inclusive, 68,934 stacks): op-stack RoomGraph EvalBlock 54.4%, SDF and
spatial candidate scans ~28%, tunnel core 18.4%, passage floor segment 15.0%, structural posts
14.6%, noise octaves 2.6%, disturbances 0.6%, diff layer 0.3%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 03:10:22 +02:00
Fr0zkaandClaude Opus 5.5 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
2026-09-30 01:19:11 +02:00
Fr0zkaandClaude Opus 5.5 3b4d6855fe docs(research): record step 1 verdicts in the build plan
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 00:08:08 +02:00
Fr0zkaandClaude Opus 5.5 41b001b652 measure(step1): cook is 1.5-2.3 ms, RMC's route is 8-11 s; CMC cannot take a field floor; cap 16 uploads
Rebuild plan step 1 (RESEARCH-SPEED-2026-09.md), all behind default-off switches.
A. Direct cook on a dedicated thread, 27-tile support cohort: core cook p50 1.50 ms, p95 2.28 ms;
   a 3,949-tri tile 1.67 ms extract+cook. PASSES the 10 ms gate. Through RMC's route the same
   support bodies became ready 8.46 s p50 / 10.80 s p95 after their meshes existed: FAILS 150 ms.
   Exact-target capsule sweep confirmed (0.75 ms after body update).
B. 100 rapid underfoot digs on CMC with a field override: 883 false-support frames, 0 false-air,
   0 invented velocity. CMC's floor comes from collision-scene traces -> step 4 = field-aware Mover.
C. 341 prequeued tiles, render on: cap 4 = 238 applies/s, cap 8 = 476, cap 16 = 639 (drain p95
   2.22 ms vs 2 ms gate); first visible 1 frame after release; no RT/RHI backlog. Tune drain,
   no grouping needed yet.
D. Same 128^3 region, 64/64 tile hashes equal in export and game. The "263 ns/sample" was export
   WALL time with 15 workers sharing a lattice (~3.4 us CPU/sample); game tile time includes
   meshing and duplicated borders (+22%); contention cap 1 vs 14: 74 vs 112 ms per tile.
   Profiling is not the cause.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 00:07:59 +02:00
Fr0zkaandClaude Opus 5.5 97a1874498 wip(step1): collision/upload clocks behind default-off switches -- partial, stopped on low memory
Compiled and run (cap 14 / 12 / 8), then stopped: another app held 12.5 GB, free memory fell
under the 6 GB launch floor and processes failed to start (STATUS_DLL_INIT_FAILED).

Measured so far (owner world, 120 s windows):
- 343 L0 tiles, request->collision-ready p50/p95: cap 14 = 262/440 ms, cap 8 = 196/238 ms;
  scheduler queue wait p95 141 ms -> 0.9 ms. Initial support tile at cap 14: RMC submit->body
  7.47 s, first check->ready 9.73 s; at cap 12: 0.33 s / 2.54 s; at cap 8 a 3,949-tri tile
  reached body update 2.8 ms after RMC submission. Waiting, not cooking, dominates.
- NOT confirmed: a capsule sweep hitting the exact target body (the 0.75 ms hit was another
  component); the 10 ms core-cook and 150 ms/27-tile thresholds are unscored.
- CMC cannot take a same-frame density floor: FindFloor/ComputeFloorDist trace the collision
  scene. Underfoot digs (100-dig test), upload throughput (render-enabled caps 4/8/16) and the
  8x per-sample question are not run. Per-sample profiling was fully disabled in these runs, so
  it does not explain the 8x.
Switches (all default off): voxel.Step1GenerationCap, Step1PauseGenerationAfterSeconds,
Step1MaxMeshApplies, Step1PrequeueVisibleLOD0, Step1UploadDisableCollision, Step1CollisionProbe,
Step1CoreCookBenchmark; harness -EnableRender. Also: plan step 3b, AVX2 need not match scalar.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 17:53:57 +02:00
Fr0zkaandClaude Opus 5.5 6d2a068308 docs(research): step 3b -- AVX2 check against the new evaluator (owner's request)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 16:25:14 +02:00
Fr0zkaandClaude Opus 5.5 153798f436 docs(research): consolidated decision -- float region programs, quantized lattice, gated build plan
Round three (Sol fork): keep precise float procedural math, restructure evaluation (region
programs, feature binning, brick certificates, shared lattice), a versioned 16-bit lattice as the
common mesh/edit/collision cache, integer edit composition on GPU for craters. Seven ordered steps,
each with a numeric pass/fail gate; day one instruments collision and upload clocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 16:21:03 +02:00
Fr0zkaandClaude Opus 5.5 3de7ce1420 docs(research): round two -- wider search, AVX2 integer probe, crater transaction design
Fork of the Sol research session with the owner's answers (player-only 1 s collision; bounded
digging but fast crater spells). AVX2 integer kernel 4.25-5.86x over its scalar reference with
exact parity; radius-10 m crater = 714 bricks, cached-field edit < 1 ms (render not measured).
Cost estimate revised to 6-12 engineer-months; kill test gate <= 0.35 s worker wall on real plans.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 15:58:39 +02:00
Fr0zkaandClaude Opus 5.5 1568f76ca2 docs(research): speed research -- sparse compiled bricks, field collision, edit transactions
Sol 6 (high, web search) research round: recommendation, three architectures, determinism
contract, migration with a 5-day standalone kill test. Standalone probe in
Saved/Research/brick_kernel.cpp (not VoxelForge code): 16.8M integer samples in ~0.36-0.48 s,
brick-classified ~0.1 s, 0 sign mismatches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 15:31:58 +02:00
Fr0zkaandClaude Opus 5.5 bf22f0ffe0 perf(collision): cook stages measured, no standing on dug-out ground; review F/H/E measured
1. Collision cook breakdown (request -> ready), critical support tile:
   spawn (0,0,-1): generate 107 ms, apply < 1 ms, RMC submit->body 479 ms, total 587 ms;
   deep floor (0,0,-7): generate 82 ms, RMC 1,441 ms, total 1,548 ms.
   Almost all of the wait is inside RMC (end-of-frame update + async pool + Chaos cook + body
   install, not separable from our side). Critical priority does not shorten it. Collision is
   async, complex-as-simple, fast-cook off; skirts are ~16-18% of collision triangles.
   No cook change made. Startup outlier: first support tile waited 2.09 s for its game-thread apply.
   Underfoot dig: a carving brush that intersects the pawn's capsule and support tile now
   disables the old body and withdraws readiness on the carve frame: 0 frames standing on removed
   ground (replacement 91.8 ms later). 8 neighbouring digs: 0 gate frames. Gap audit 0.
2. Stack sampler, 49.4 s game path: top resolved leaf was the profiler's own
   VoxelDensityProfile::BucketFromName (4.86%). Linear label scan -> CRC-keyed lookup with exact
   compare: 59.26 -> 57.87 ms/tile (-2.35%), 980/980 tile hashes identical.
3. Measured only: F (classifier mode 1, no exact check) +48% worker CPU, 0/980 tiles differ ->
   not worth it. H (handoff component scans) p95 0.07 ms/frame -> not worth it.
   E (FullResClipLevels=1): worker CPU 56.7 -> 35.7 s, settle 9.6 -> 7.0 s, crossing samples
   -30%; changes the look, owner's decision.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 07:52:18 +02:00
Fr0zkaandClaude Opus 5.5 ce6812dbeb fix(streaming): no false gate on digs, no see-through at tile handoffs; density volume off
- Dig near the pawn: a same-tile collision recook withdrew readiness although the old body was
  still installed, so the gate held a standing pawn (957 of 1,931 frames over 8 near digs).
  A tile now stays ready during a recook while collision is still wanted and its existing body is
  valid. After: 0 gate frames, 0 falling frames over 2,604 frames. Dig directly under the pawn
  still falls (~127 cm, max ~502 cm/s). The reported "accelerating toward the ground" was not
  reproduced; the false hold is the measured part.
- See-through: the retire logic only waited for replacements that overlapped the old tile in
  volume and missed desired neighbours touching at a face/edge/corner. Handoff now includes
  contact. New surface-witness gap audit (24 surface points per tile, skirts excluded, catches an
  injected early hide). 6000 cm/s walk, 75 s: 3 gaps / 51 frames / longest 603 ms -> 0.
  Dig session: 0 -> 0. Overlap audit and edit ghost stay at 0.
- bEnableDensityVolume defaults to false; when off: no volume, no fill thread, uploads or tick
  work, no volume-dependent proof bypass; terrain MIDs get VolP5.z = 0 (enable off), other VolP*
  black, VolTex* null, so M_Test1's volume nodes return their neutral result.

Gate: deep gate-on passes (79.9 m, 3 holds, -0.101 cm), gate-off penetrates (-5.1 cm).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 04:53:57 +02:00
Fr0zkaandClaude Opus 5.5 0bcd67a016 perf(review): gate never deadlocks, collision radius, 20x faster digs
From the outside performance review (items 1-4; item 5 prototyped and reverted).

1. Collision gate: a support request outside the stamped desired set was cancelled by the rebuild
   it forced, and the gate held the pawn with gravity 0. Baseline deep-drop (floor at (0,0,-7),
   outside the aligned L0 ring): 1 hold of 30.0 s, never released. Fix: the target and 3 tiles
   below are retained through rebuilds at CollisionCritical; hold only when the swept capsule is
   about to enter pending support; release restores movement mode, gravity and downward speed.
   After: 3 holds, 2.21 s total, 112.8 m horizontal progress; gate off still penetrates (-7.4 cm).
2. Suspected cleanup regression (out-of-layout stacks): not real. 44 paired boundary tiles,
   30.9 ms vs 32.6 ms at b4ac996, hashes 44/44 identical. No change.
3. PawnCollisionRadiusChunks (new, default 1): L0 tiles outside the collision set stay visible
   without Chaos cooks; anchors and the gate's support column are unioned in. Cook requests
   ~217/min -> ~30/min (-86%). Critical support ready time did NOT improve (9.5 s -> 10.6 s in the
   deep-drop fixture; the wait is the cook itself, ~7.4 s cook-to-ready there).
4. Dig: exact pre-edit L0 density cached (one 35^3 grid, 171.5 KB), carve replays current mods on
   it. Sync remesh 99.4 ms -> 4.7 ms. 16/16 random carves hash-identical to full regeneration.
5. Parallel grid fill for the critical tile: 16/16 hash parity, but the waited-on tile was already
   meshed; the wait was collision cooking. Reverted.

Review G answered: M_Test1 still ray-marches VolTex0 (custom HLSL mini-sun shadow), so the density
volume is live. Known and left alone: outside the strate layout the fallback density can be solid
while the gate treats those tiles as air.
Tests: VoxelForgeCollisionDesiredTilesTest, VoxelForgePreEditDensityCacheTest; no-overlap, edit
ghost, descent corridor pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 02:26:44 +02:00
Fr0zkaandClaude Opus 5.5 116b57f01e wip(gate): support column kept through rebuilds, hold only on swept contact -- NEVER COMPILED OR RUN
Stopped mid-round: the PC ran out of memory (another app held 11 GB), new processes failed to start
(0xC0000142), and the round ended without verifying anything after the edit.

Confirmed in code (performance review finding 1): a support request outside the stamped desired set
forces a rebuild that cancels it, the gate asks for one unresolved tile at a time, and it holds
before the pending tile is anywhere near the pawn's next step.

Uncompiled edits: a short collision-only support column retained through desired rebuilds and
prioritised; hold only when the swept capsule is about to enter a pending tile; downward speed
restored on release; opt-in deep-drop fixture (carved shaft) in the stress harness.

Evidence so far: shallow 10-voxel fall, gate on, before the edit: 1 hold of 1.51 s, clearance
+120.6 cm. The 80/160-voxel attempts spawned OUTSIDE the strate layout (support unavailable,
zero holds) and failed the penetration check at -11.1 cm: not the reviewed loop, but worth a look.
Compile risks: GetGravityZ(), TSet pruning in the rebuild, the fixture's carve/log arguments.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-28 19:54:28 +02:00
Fr0zka 0b8fbc5591 Merge pull request #14 from Fr0zka/cleanup/2026-09
Cleanup/2026 09
2026-09-28 18:12:41 +02:00
Claude 593dfac1d8 docs: the operator stack is the only density path
- CODEMAP: data-flow diagram, §3.2b/§3.2d, generator and strate-manager
  rows, test rows and §4.2/§5 now describe the stack-only path; the
  deleted archetype functions, bUseOperatorStack and the Not Op Stack
  stats are gone; line hints re-synced for VoxelGenerator.cpp,
  VoxelStrateManager.cpp and VoxelStrateDefinition.h.
- ARCHITECTURE §8.1: archetype table lists stack builders; §8.10 surface
  column and shaft cache entries name their current owners.
- REVIEW_FINDINGS: tick "Operator stack as the only density path"; add
  the no-strate-manager fallback world as its own open item.
- fable-idea: T1.a status names the current column caches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 16:09:59 +00:00
Claude 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
2026-09-28 16:04:51 +00:00
Claude 8117d118eb refactor(opstack): the operator stack is the only density path
Every strate now generates through its operator stack: authored
definitions, cooked-season entries (recipe or native) and editor
composer candidates alike. The per-strate opt-in and the archetype
switch it guarded are gone.

- Remove UVoxelStrateDefinition::bUseOperatorStack and the season
  wiring that set it; UsesOperatorStackForChunk now only says whether
  the slot has a known archetype.
- GetDensityAt always builds a stack (composer, then recipe, then the
  native archetype stack); a degenerate zero-height strate stays air.
- Remove the startup opt-in warning, the operator_stack startup-trace
  field and the four "Cave Bail Not Op Stack" stats (the remaining
  bail is counted by Cave Bail No Stack).
- Explore commandlet: drop -opstack and the operator_stack fields;
  VoxelForgeTest.ps1 no longer passes -opstack=1.
- Tests: FTestWorld::Build loses its bool parameter; legacy-vs-stack
  comparisons (MazeSeam, VerticalShaftSeam, TerrainDetailLiveness,
  WorldEdgeSeal, TilePostReach) collapse to the single stack path.

This changes terrain for any strate asset that did not already have
the opt-in ticked.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 15:56:19 +00:00
Claude 63fb71fe6a docs(review-findings): tick removed settings, add the stack-only decision
Follows the sheet/settings removal commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:54:51 +00:00
Claude 6a2d701eab docs(fable-idea): F18 settings and selector branch are deleted too
Follows the sheet/settings removal commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:54:51 +00:00
Claude 20619e587d docs(architecture): sheet ring and ceiling settings are gone, not just unused
Follows the sheet/settings removal commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:54:51 +00:00
Claude 41fcef692a docs(codemap): no sheet settings or sheet sweep cases left
Follows the sheet/settings removal commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:54:51 +00:00
Claude b6529719dd refactor(sheets, settings): drop the last sheet-ring remnants and dead settings
The far sheet ring was already gone from the runtime; this removes what
was left of it:
- UVoxelSettings::bFarSheetRing / FarSheetSpanLevels, the
  voxel.TestFarSheetRing switch, and their log/trace/dump fields.
- The sheet branch of VoxelClipmapDesiredTiles (FParameters sheet fields,
  OuterShell sheet level, sheet ring emission). Output for the runtime
  configuration (sheet off) is unchanged: same rings, same alignment.
- Tests: VerticalStrateReach now asserts the sheet-free selector (its
  expected counts were stale since the aligned-ring change 85a803b:
  LOD0 343 -> 512); ClipmapNoOverlap drops the sheet sweep cases and the
  frozen 7486c29 oracle's sheet branch. New expected values were computed
  with a Python port of the selector that reproduces the test's existing
  635/594487 and 508/74295 measurements exactly; all 5,145 sweep cases
  pass (no overlap, full coverage).
- Tools/VoxelForgeTest.ps1 no longer passes voxel.TestFarSheetRing or
  reports far_sheet_ring. The sheet_tile dump field is kept (the parity
  compare reads it).

Also removes settings nothing reads: CeilingViewMultiplier,
CeilingBandChunks (pre-clipmap ceiling band) and DensityVolumeMaxTasks
(the volume fill runs on its own thread). Saved assets that still carry
these values load normally; the values are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:53:25 +00:00
Claude 3bd0fd36df docs(architecture): flag the unread biome WaterMaterial override
The single player-following water plane only uses the strate's
WaterMaterial; UVoxelBiomeDefinition::WaterMaterial is never read. The
design (§8.14 content profile) still lists it, so record the gap as an
open owner decision instead of silently dropping it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:36:37 +00:00
Claude c4397a5fb7 docs(comments): content manager header matches the region-build flow
ProcessDecoResults folds cell results into BuildId-matched region builds
(MergeCellResult) and applies whole regions under the per-frame budget;
there is no epoch guard on decoration results. Comment-only change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:34:31 +00:00
Claude e960b9c7e3 docs(claude): name all four MPSC result queues in the async rule
Workers return tile results through CriticalProcessQueue,
EditedProcessQueue, NearProcessQueue or ProcessQueue (VoxelWorld.h), all
EQueueMode::Mpsc; the rule named only ProcessQueue. Rules and links are
otherwise unchanged (all links resolve, the other stated facts match the
code).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:34:18 +00:00
Claude c43eebbf9a docs(review-findings): dedupe with fable-idea, list owner decisions
- Replace the T2.b/T2.c/T2.d/F2 detail in the batch-3 note with a pointer:
  those items are tracked in fable-idea.md (and ARCHITECTURE §8.10).
- Tick the 2026-09 cleanup under Dead code.
- New "Owner decisions" checklist: reflected settings/fields and plain
  enums that nothing in Source/ reads but that assets, Blueprints, tools
  or tests may reference by name, so they were kept (sheet-ring settings,
  ceiling settings, DensityVolumeMaxTasks, unused audio/creature fields,
  biome WaterMaterial, EVoxelFace / EVoxelSeasonSelectionReason /
  EVoxelOpCombine, MaxDisplacement hooks).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:33:51 +00:00
Claude 46f7f5f7c1 docs(fable-idea): tick what the code already does, close F18
- Header: drop the false note that .gitignore ignores this file (the
  whitelist keeps every *.md) and the "nothing here is implemented" line.
- Perf §0 / F3 ticked: stat VoxelForge group (VoxelStats.h) + Insights
  scopes exist. F6 ticked (Stage 1): mesher writes FVoxelMeshData::Colors
  from MaterialPaletteIndex (ARCHITECTURE §8.15). F7 marked partly done
  (landmark AnchorMode/exclusion, FTerrainCondition, FDecoCompanion; SDF
  stamps not built).
- F18 far-field sheets: marked REMOVED (owner decision) with what remains
  (unused settings, runtime passes false).
- Suggested-order list annotated with what is done and what is open.
- T1.b status no longer repeats the dead-trio removal (tracked in
  REVIEW_FINDINGS dead code).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:33:51 +00:00
Claude 26fbf0c999 docs(architecture): drop the sheet ring, fix content/water to match code
- §8.10 render-distance paragraph: remove the F18 far "sheet" ring
  description (GenerateSheetMesh, SheetHole*, sheet re-queue). The ring
  is plain level-MaxClipLevel MC tiles; bFarSheetRing/FarSheetSpanLevels
  are documented as unused settings the runtime always passes as false.
  All other §8.10 invariants are kept; the budgeted-teardown note now says
  what UnloadTile does today (park the component), not ClearChunk.
- Fix the claim that GetLODForChunk/LODToStep/IsChunkInRange/
  GetStrateChunkZBounds and the ViewDistance settings are dead (the first
  three are gone, the last two are used); only the ceiling settings are.
- §8.5: decoration results are BuildId-guarded region builds applied by
  ApplyRegion (no ReadyResults/DecoEpoch/ApplyDecoResult); water is one
  player-following plane (UpdateWater), not per-tile planes; palette tags
  are per-grid EntryBiome; FStrateSetPiece no longer "coming" (folded into
  landmarks); drop the dead ContentMaxLevel/MaxLODLevel notes.
- §9.3: anchors fold in after the player clipmap (no sheet ring).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:31:24 +00:00
Claude c91b63d7c2 docs(codemap): refresh line hints, drop removed symbols
- Refresh every numeric line hint in the §3 tables, the §4 pipeline step
  anchors, the §5 "go here" table and the inline (h:NNN) / (NNN) hints;
  most pointed at a much older file layout (e.g. AVoxelWorld at 12,
  now 176; GetDensityWithParams at 277, now 3851).
- Remove rows/mentions of symbols that no longer exist: the far sheet
  ring (GenerateSheetMesh, SheetHole*, sheet-tile routing in LoadTile and
  BuildDesiredTiles), EvaluateSDF, the generator's ApplyPassageCarving
  forwarder, VoxelTypes chunk-local helpers (LocalToIndex & co.,
  CHUNK_SIZE_SQUARED/CHUNK_VOLUME), GetLODForChunk/LODToStep,
  VF_RollStrateParams (now VF_RollStrateParamsDetailed), and the stale
  AVoxelWorld storage list (Chunks/ChunkMeshes/ChunkLODs/PendingChunkCoord
  -> LoadedTiles/TileComponents/PendingTiles + the four MPSC queues).
- bFarSheetRing / FarSheetSpanLevels are documented as unused settings.
- Add the 13 test files that were missing from §3.12.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:27:51 +00:00
Claude 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
2026-09-28 14:18:36 +00:00
Claude 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
2026-09-28 14:10:36 +00:00
Claude 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
2026-09-28 14:09:05 +00:00
Claude 4753416d4a refactor(sheets): remove the far sheet ring from the runtime
The owner dropped the far sheet ring. Remove it from the streaming path:
- UVoxelMarchingCubesMesher::GenerateSheetMesh (declaration + definition);
- sheet-tile branches in LoadTile / GenerateTileResult / SyncRemeshTile and
  the bSheetTile / SheetChunkZ / Hole* parameters;
- the SheetHole* XY-hole state and its per-crossing re-queue block;
- VF_MaxMarchingCubesLevel (equal to the clamped MaxClipLevel without sheets);
- the sheet-only band arming and the 'sheet' field of the desired-level
  startup-trace events (no tool reads it).

AVoxelWorld now always passes bFarSheetRing=false to the tile selector, and
the descendant index covers levels up to the MaxClipLevel clamp (8) instead
of the old sheet maximum (12); no tile above 8 can exist any more.

Kept on purpose: UVoxelSettings::bFarSheetRing / FarSheetSpanLevels
(UPROPERTYs, now marked unused), the voxel.TestFarSheetRing switch and the
far_sheet_ring / sheet_tile fields the test harness compares (sheet_tile is
always false), and the selector's sheet parameters in
VoxelClipmapDesiredTiles.h, which two automation tests still exercise.
2026-09-28 13:50:55 +00:00