Commit Graph
216 Commits
Author SHA1 Message Date
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 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 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
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 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 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 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
Claude 1de44af7cc chore(repo): archive historical docs under Docs/archive, drop tracked pycache
Move closed audits, task briefs, design rounds, perf reports, the OPSTACK
plan/progress logs and WORK-NEXT.md into Docs/archive/ (git mv, history kept).
Whitelist Docs/ in the strict .gitignore, ignore Tools/**/__pycache__/, and
remove the tracked .pyc. Repoint references in the kept docs and in non-test
source comments to the new paths.
2026-09-28 13:46:17 +00:00
Fr0zkaandClaude Opus 5.5 b4ac9969f5 fix(passages): skip proofs cover the new descent geometry -- soundness PASS; passage tiles +28% cost
- Passage proof bounds now enclose everything the passage code can write: separated switchback
  legs, outward door approaches, native floor slabs with a derived relief supremum, and the final
  body-envelope carve (segment XY extent + half-width, floor range + player height + step).
- ClassifyTile: the cave-only AllSolid shortcut could restore a solid verdict after a passage
  carve candidate was found; it now keeps the tile mixed.
- Descent corridor test asserts no corridor stencil tile gets a uniform verdict.

Evidence: SealedSolidProofSoundness and ClassifyTileSoundness pass; 64 owner seeds, 0 body
blockers, 0 uniform stencil tiles, CRCs match. Negative control (passage reach shrunk to 4 voxels):
7 sealed-solid proofs among 620 corridor tiles, i.e. the check bites.

KNOWN COST, not fixed: tile profile, owner world, seed 0, 15 s window: passage-candidate tiles
83.6 ms (de05e29) -> 107.2 ms (+28%), all tiles +5.4%. Two segment-rejection filters did not help
and were removed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-28 10:03:34 +02:00
Fr0zkaandClaude Opus 5.5 fb052716c6 wip(passages): A->B descent corridor clear -- 60/64 seeds blocked -> 0/64; soundness + cost not yet checked
What the pillars were: at switchbacks the native-floor D-section clip in
UVoxelStrateManager::EvaluateModifierSDF used ONE floor branch (the nearest by projection) for
neighbouring capsule segments, so one leg's floor clipped the other leg's carve and left rock
standing in the corridor (seed 0 witness: density -29.45, carve SDF +3.28; with
voxel.TunnelAblateNativeFloor=1 the same point is air). Separately, the lower ramp was routed
through the lower landing room (sign error in the lower "outward" score), where room ownership
correctly erased the tunnel floor: up to 12.5-voxel drops.

Fix: each segment clips with its own floor branch before the union; switchback legs separated
and door approaches moved outward so ramps leave their landing rooms; a final carve clears the
player body envelope (1.36 + 2x1 voxel wide, 1.8..8.8 voxels above the route floor) after all
writers, with a room-SDF guard. No floor slab, no fill, no blockade on the through edge.

Owner world, 64-seed sweep, stations every 0.5 voxel x 5 lateral x 14 heights:
before 89,603 body blockers in 60/64 seeds; after 0 in 64/64, 0 floor/width gaps, worst step
0.958 voxels (limit 1.8). Seed 0 built twice: identical density CRC.
Crossing at default speed still stops on capsule_overlaps_pending_floor (also before); 500 cm/s
reaches B.

NOT YET CHECKED: sealed-solid / classifier soundness against the moved passage geometry, and the
generation cost of the per-segment projection.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 13:42:58 +02:00
Fr0zkaandClaude Opus 5.5 6ee433efa5 test(gate): stress repro judges terrain penetration -- gate on 10/10 clear, gate off 3/3 falls through
The old criteria (travel distance) could not tell a working gate from a broken one: every run,
gate on or off, ended at (455.7, 0, -58.1). That spot is measured air ~1.2 m above a real floor
(density zero-crossing at world Z ~ -275.7 cm), so it is a terrain trap, not a fall-through.

The stress test now drops the pawn fast onto an unready support tile (0,0,-1) and samples the
density at the capsule feet every frame, sweeping at <= half a voxel between positions. PASS =
no measured clearance below -5 cm.

Owner config (radius 3, max level 6, distance 768, sheets off):
- gate on: 10/10 PASS, min clearance +120.5..+120.9 cm, one hold of 0.43-0.47 s each,
  support submitted in ~0.7 ms, collision ready in 0.43-0.47 s
- gate off: 3/3 FAIL terrain_penetration, clearance -5.7..-8.1 cm
Edit-ghost, clipmap no-overlap sweep: pass. Test-harness code only; no production path changed.
This validates a49725d.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 06:11:08 +02:00
Fr0zkaandClaude Opus 5.5 a49725d365 wip(gate): request the support tile at once; no gate timeout -- stress criteria NOT trusted yet
- RequestCollisionGateSupportTile submits the level-0 support tile immediately, even before the
  first desired set; the desired rebuild adopts the same pending key (1 early request, 1 adoption,
  1 ready callback in all 10 runs). First check -> submit went from ~2.2 s to ~1 us.
- The 2 s gate release timeout is removed: at the owner's startup the game thread applies nothing
  for ~2.2 s, so the timeout always fired and dropped the pawn. The gate holds downward Z only;
  horizontal movement stays free.
- Controls (previous round): legacy selector+reconcile failed the stress repro 0/5, aligned 1/5,
  so 85a803b did not regress the gate.

NOT VALIDATED: the stress repro's pass criteria were rewritten (support submitted/ready, a hold,
progress during a hold). 10/10 "pass" under them, but every one of those runs, and the gate-
disabled run, ends stuck at (455.7, 0, -58.1), ~1.55 m below the Z~97-100 at which the old
passing runs travelled 113 m. Whether that spot is a real pit or the pawn below the surface is
unresolved; until it is, a pass under these criteria proves nothing about falling through.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 04:54:00 +02:00
Fr0zkaandClaude Opus 5.5 85a803b873 wip(streaming): LOD rings tile exactly once, cache race, reconcile 104x -- gate stress FAILS 3/4
- Clipmap: finer rings snap to child-pair boundaries, so no two desired tiles of different
  levels overlap. Owner config 635 overlapping pairs -> 0; LOD0 ring 343 -> 512 tiles.
  New test sweeps 6,174 cases; fails on 7486c29 as intended, passes here.
- Shared room-graph cache: Entry->Cache read/written only under the mutex (race fix).
- ReconcileReadyTransitionVisibility indexed: moving p95 32.0 ms -> 0.31 ms.
- Block-vs-scalar density equivalence test: 5.1M samples bit-identical; catches an injected
  optimistic EffectOverBox (5,612 mismatches).

UNVALIDATED for merge: collision-gate stress passed 1 of 4 runs on this code (fails at 4.56 m,
support collision unready at start); it passed on 7486c29. No control run yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 02:47:54 +02:00
Fr0zkaandClaude Opus 5 7486c299d4 fix(streaming): no stale geometry over its replacement -- edit ghost 40s -> 0.17s
The owner reported a wall staying visible after he carved through it, and overlapping LODs when crossing slopes at speed. Two causes: an edit only re-meshed the level-0 tiles of the touched chunks, so coarser tiles kept pre-edit geometry until something else re-queued them; and superseded tiles stayed drawn until the budgeted teardown reached them.

Now: edits fence late pre-edit async results and re-mesh every affected loaded/pending level; a replaced tile is hidden as soon as its replacement is fully covered, while destruction and collision removal stay budgeted (the anti-spike rule that made teardown budgeted in the first place). Load-before-unload is unchanged, so no holes.

Measured: edit ghost 40.095 s (unresolved at test exit) -> 0.172 s; 6000 cm/s slope overlap 19.952 s with 153 overlapping pairs -> 0.000 s with zero events. Gate stress PASS (113.68 m, 2 holds, 0 full stops). Apply-frame cost peaked at 0.979 ms against a 2 ms budget.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 21:10:20 +02:00
Fr0zkaandClaude Opus 5 f36bc1f9b2 wip(streaming): priority by class and level -- near ring 53.6s -> 1.2s, but crossing test fails
Scheduling rule: CollisionCritical -> Edited -> LOD0 -> Horizon, with coarse work capped so 4 task slots stay reserved for near work; result queues follow the same order; epoch and cancellation handling unchanged.

Measured at MaxClipLevel=5 / RenderDistanceChunks=768: spawn ring request-to-ready 53.632 s -> 1.171 s; spawn ring from trace start 68.252 -> 62.549 s; moving first complete ring 66.808 -> 63.917 s, warm ring p50 0.267 s, per-tile moving LOD0 p50 69.4 -> 62.0 ms; full settle of 10,841 tiles 110.7 -> 106.9 s. Gate stress PASS (139.99 m, 0 full stops); static perf PASS.

⚠️ NOT SAFE TO MERGE YET: the strate-crossing test fails in both patched runs with capsule_overlaps_pending_floor -- the exact guarantee the gate exists for. Codex suspects the owner's current DA_Settings (seal 50, clip level 5) rather than this change, since older passing captures used different settings. Control needed: same test, same assets, on 370c39e.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 19:04:13 +02:00
Fr0zkaandClaude Opus 5 370c39e473 feat(streaming): horizon distance with real tiles only -- sheets off by default
The sheet system models terrain as one ground and one cap height per column, which cannot express this world's overhangs, floating islands and open sky; three attempts to fix the MC/sheet seam produced holes, then caps over the void, then both. Measured alternative: cover the render distance with real marching-cubes tiles and switch the far-sheet ring off.

Benchmarks at RenderDistanceChunks=768, all tiles loaded at steady state: L4 57,473 tiles / 30.1M tris / 837 MiB / 2,514 s worker / 296 s to settle; L5 10,841 / 8.1M / 226 MiB / 375 s / 108 s; L6 3,281 / 2.9M / 82 MiB / 127 s / 77 s. Defaults now MaxClipLevel=5, bFarSheetRing=false. Invariants: strate crossing PASS, gate stress PASS (140.06 m, 0 full stops), determinism PASS with 10,841 tile hashes identical vs -voxel.CrtFma3=0. Peak memory ~4.2 GiB in all three.

Owner action required: his DA_Settings still serializes MaxClipLevel=3 (asset edits are out of scope for Codex), so his world needs that value raised to 5 to use the new far field. At twice the distance the estimate is ~39.5k tiles / 29-30M tris / ~0.8 GiB / ~1,500 worker-seconds, which would want L6 rather than L5.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 17:39:49 +02:00
Fr0zkaandClaude Opus 5 ea3f0d9a52 fix(classifier): exact lattice check before a uniform verdict; ceiling cause is NOT false certificates
ParameterRoll's 5 false box verdicts are fixed: fine room-graph intervals are now checked against exact lattice samples before a uniform verdict is accepted, while the SDF bound keeps its conservative lower bound. Lattice sweep 600 tiles / 0 violations; ParameterRoll passes with 9,577 exact lattice leaves and 774 interval disagreements caught.

The owner's ceiling holes are NOT explained by this: in his recorded session outer_classifier_mode=0, solid-proof skips were 0, and air-proof skips were outside the strate. The trace points at the far-field sheet system instead: sheet tile L5 (0,1,0) is deliberately empty inside the sheet hole while its bridge tile L4 (0,1,-1) meshed 662 ceiling triangles. Continuous ceiling is NOT verified: every render launch failed (D3D12 driver error, stalls before map load, the 6 GB cap), so the round produced no matched after-render.

Cost note: this round used 3.46M tokens on Luna 6 at max, most of it burned on failed render launches. Verification by render is unreliable in this harness; verify ceiling continuity from tile/geometry data instead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 06:30:05 +02:00
Fr0zkaandClaude Opus 5 30253f0e89 fix(streaming): vertical reach follows the strate, and the level below the sheet ring is filled
The owner marked missing tiles around him in a 64-chunk surface strate with RenderDistanceChunks=768. Cause: the desired-set vertical clamp used the player's small window (bClampViewToStrate on, ViewDistanceUp/Down=5, margin 3), so at chunk Z=0 only [-5..3] was ever requested; the rest of his strate was never asked for. Second cause: with MaxClipLevel=3 and a two-level sheet span the outer ring is level 5, while the marching-cubes loop stopped at 3, leaving level 4 empty.

The band now follows the player's whole strate plus margin ([-66..3] in the pinned case) and keeps the small window only when there are no strate bounds (inter-strate gap), so the hidden-rock column the clamp exists to avoid does not return. Bridge shells are emitted up to the level below the sheet ring, filling level 4.

Pinned case desired tiles per level, before -> after: l0 343->343, l1 218->218, l2 129->178, l3 80->178, l4 0->178, l5 4801->9586; total 5,571 -> 10,681 (+91.7%). New focused fixture VoxelForgeVerticalStrateReachTest fails before and passes after. Stress repro passes (140.089 m, 4 holds, 0 full stops); strate crossing passes (0 holds, 0 floor overlap).

⚠️ Cost not established: the post-fix perf sample was incomplete and showed a 55.7 s p50 queue wait, which may be the fixture's extreme settings (768 render distance -> 9,586 sheet tiles) or a real backlog. Measure in the owner's world before merging.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 01:49:57 +02:00
Fr0zkaandClaude Opus 5 d7af2cab97 fix(collision gate): hold the fall, not the player; add voxel.CollisionGate switch
The owner could not do speed runs: the gate stopped the whole pawn whenever streaming fell behind. Measured at 6000 cm/s on 0dd45ca: one 18.9 ms hold followed by terminal non-resume, 4.522 m of a 120 m route. The gate now cancels only downward motion into unresolved ground, keeps horizontal velocity and player control, ignores air and out-of-layout tiles, and requests a blocking support tile at high priority. voxel.CollisionGate (default 1) disables the safeguard for stress runs; it is snapshotted at start-up.

After: stress run PASS -- 4 holds, 1.881924 s total, full_stops=0, 139.947 m of 120 m. Strate crossing PASS with pending_floor_overlap=0 and the lower strate reached. Static perf sanity PASS. Verification budget kept small on purpose (no suite, no exports): the owner's complaint was that a one-line request triggered a thousand tests.

Known, NOT fixed here: the surface-fall repro fails as surface_ground_timeout -- the pawn now lands, but on top of the authored (0,0) entry at Z=799.5 cm instead of dropping to its floor at -150 cm. The gate has released by then; this looks like the entry opening being capped, i.e. the owner's 'surface generation is bugged'. Next round.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-22 16:23:20 +02:00
Fr0zkaandClaude Opus 5 88f3e44402 wip(collision gate): stop the fall instead of the player -- UNVALIDATED, after-change run never happened
The round was stopped when Windows began refusing to start processes for it (0xC0000142) under memory pressure, before any after-change test run. Treat as a draft: the baseline run happened, the verification did not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-22 15:19:12 +02:00
Fr0zkaandClaude Opus 5 0dd45ca410 fix(collision gate): stop freezing the player on a stale prediction
The owner fell through a surface-only world and hovered in mid-air: log showed 'ready=1 predicted_wait=1' for 50 s. Two causes, both fixed: (1) engaging the gate zeroes velocity, so the predicted-support probe never re-ran and the gate kept waiting on the tile remembered from when the pawn was still moving -- the prediction is now re-derived every tick from the pawn's current pose; (2) a tile the streamer never requests (out of layout, or outside the desired set) could never become ready, so the wait was unbounded -- such tiles are now logged and treated as nonblocking, and any wait is bounded to 2 s with a warning.

Repro added to the harness (surface-fall scenario): before, the pawn stops at Z=1315.9 with collision_gate_prediction_deadlock; after, it reaches the ground in 2.25 s at Z=-45.6. Strate crossing still protected: 145.49 s route, max gate wait 0.109 s (limit 10 s). Perf S/M/S/M 24.265/54.262 and 23.947/53.057 s, within repeat noise. Owner and canonical geometry unchanged (44E7C813 / 94B47A1C).

Known red, pre-existing and unrelated: VoxelForge.Composer.ParameterRoll still reports false box verdicts in the owner's current single-strate surface layout (5 violations, identical in the baseline). Next round.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-22 11:17:01 +02:00
Fr0zkaandClaude Opus 5 7af8d0e870 fix(correctness): false AllAir certificates and a stale shaft cache key; 44/44 tests green
The harness's first full suite run showed 16 of 44 tests failing. Two were real defects in the owner's world:

1. ParameterRoll: the tile classifier could certify a box AllAir while the final field is solid there (3 false proofs found, e.g. density -2.092319 at (-192,16,-224)). Cause: the box diagnostic narrowed 'tail reach' to 'air reach', so the swept tunnel FLOOR -- which writes solid -- did not count as reaching the box. A false AllAir skips meshing, i.e. missing floor in game. The classifier now uses the same reach predicate as the final writer (swept chain, floor band, relief, room-mouth envelope) and propagates it through Mixed refinement nodes. Re-run: 1,288,143 lattice samples, 0 violations.

2. VerticalShaftEquivalence: LedgeSpacing and LedgeDepth were missing from the production TLS cache key, so a shaft could reuse stale ledge parameters. Both are now in the key.

The other 14: broken fixtures (missing staged corpus assets, a sampler leaking the shaft TLS marker between queries, stale candidate IDs, a window entirely inside the common tail) or stale expectations after this week's owner decisions (no authored tunnel floor, slope in degrees, rooms owning their interior). No test was deleted or weakened into vacuity; retired legacy comparisons stay as telemetry and the current stack is asserted instead. PassageLandsInOpenSpace now requires a real player-capsule fit in the final density at each authored landing (14/14, worst gradient 0.115723).

Suite: 42 tests green in one run, the two long op-stack sweeps green in serialized filtered runs (the 1800 s launch guard); a harness timeout-recording bug was fixed. Bounded probe exports unchanged (canonical 94B47A1C, owner 44E7C813). ⚠️ Harness perf scenario moved 50.74 s -> 53.58 s worker (+5.6%): the wider reach predicate skips fewer boxes. Measure on the game path and decide before merging.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-18 13:13:21 +02:00
Fr0zkaandClaude Opus 5 a7b8d10de6 tooling(test): one command to test VoxelForge, with a commandlet-vs-game parity check
Tools/VoxelForgeTest.ps1 runs scenarios (canonical, owner, probe, perf, tests, parity) with the known-good flag sets, isolated user/config dirs, serialized launches, an owner-process guard, and a compact result.json + summary.txt instead of 300 MB logs that Codex has to stream. Answers the owner's question 'can the commandlet reflect in-game behaviour': -gameconfig=1 makes the commandlet use the authored settings, and the parity scenario compares per-tile geometry hashes between the commandlet export and the game's streaming path. Parity PASS: 64 commandlet tiles vs 810 game records, no differing tile.

First run of the tests scenario: 44 tests, 28 pass, 16 fail (8 composer, 6 op-stack equivalence, PassageLandsInOpenSpace, StrateParamBlendCoverage). Triage is the next round: stale expectations from the floor removal and the degrees change, versus real defects, especially the legacy-vs-op-stack equivalence ones.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-18 05:13:16 +02:00
Fr0zkaandClaude Opus 5 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 (bf9384a runtime), same staged owner map: worker sum 29.003 s vs 30.749 s static (-5.7%), 57.232 s vs 60.923 s moving (-6.1%), request p95 -3.3% / -8.4%. Geometry unchanged by construction: canonical hash 86A99075, 64/64 tile hashes, OBJ SHA 7E0D8109..C543, identical across a repeat run and with -voxel.CrtFma3=0. Walk Connected 42,870 / 17,413; tunnel-attributed solid inside rooms 0; mouth amplitude 1.4903 cm; TilePostReachProof and DetSinCos pass. The crossing test was not rerun (the memo returns the same values; its PASS stands at 248.43 m / 26.584 s).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-18 03:41:38 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-17 14:56:06 +02:00
Fr0zkaandClaude Opus 5 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 0231072 is reverted (it cost 18-30% and did not help); the linear tapered-capsule sweep is restored.

Owner decisions implemented: bTunnelFloorEnabled has no runtime effect (reflected only for asset compatibility, ignored on PostLoad), and the authored slab / graph support-floor paths are detached from generation, so the tunnel's own carved shape is the floor. Winding and dramatic ledges no longer depend on the floor switch. Degrees authoring, its migration, and the 3840-voxel route cap stay. Mouth trim stays behind voxel.TunnelMouthTrim (default off).

Evidence: along owner tunnel 15, 385 samples at 0.25 voxel, periodic surface amplitude floor 3.55 -> 0.50 cm, wall 16.9 -> 1.10 cm, ceiling 8.80 -> 0.69 cm (acceptance < 2 cm); 0/385 samples saturated. Matched-camera render: ribs absent. Canonical walk: Connected, player-fit 41,184 (was 20,830), walk-only 13,879 (was 10,909), mouth gap 0; mesh identical with -voxel.CrtFma3=0. TilePostReachProof, DetSinCos, strate connectivity 16/16, strate crossing: pass. Perf, one S/M/S/M pair vs a rebuilt bf9384a DLL: static 26.10 vs 25.41 s (+2.7%), moving 55.34 vs 53.08 s (+4.2%), request p95 about equal. Treat as a possible small cost to re-measure, not as noise.

Not merged into experimental: waiting for the owner's in-game look.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-17 02:48:20 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-16 18:29:27 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-16 00:55:04 +02:00
Fr0zkaandClaude Opus 5 410788f7dd perf(generation): per-chunk routing cache -- ~4% less worker CPU, exact
GetDensityAt asked the strate manager on every sample whether the chunk is a gap chunk, which
generator type it uses, and whether it uses the operator stack. All three are constant per chunk.
voxel.ChunkRoutingCache (default 1) memoises them per worker thread (Codex; reviewed by me):
- thread_local storage only, so no cross-thread sharing;
- key = generator owner id + manager pointer + manager lifetime id + layout version + full chunk
  coord, the same identity pattern as the existing CP_* refetch;
- the editor composer override is still queried in the CP_* refetch, not cached here.

Attribution for the re-rank's ~28% shared cost (offline-symbolised sampler, exclusive): GetDensityWithParams
16.4%, GetDensityAt 6.2%, unknown 5.8%, FChunkSDFSpatialIndex::GetRange 3.8%, FScopedTimer::End 1.3%,
VF_ForEachSpatialCandidate 1.2%, UsesOperatorStackForChunk 1.0%. The tunnel-cache lookup was already
near-perfect (48 misses in 2,248,091 samples). A thread-local timer cache was tried and rejected as
slower (+0.4% static, +1.2% moving). Spatial-iteration and mesher-loop changes found no isolated
exact win.

Routing A/B: static worker 28.50 -> 27.78 s (-2.5%), moving 63.01 -> 59.81 s (-5.1%).
Final DEFAULT build vs the committed-tip DLL (two interleaved runs each, same command line):
  static  worker 28.79 -> 27.58 s (-4.2%)   LOD0 p50/p95 52.3/94.8 -> 50.1/92.6 ms
  moving  worker 62.25 -> 59.97 s (-3.7%)   LOD0 p50/p95 51.4/95.8 -> 48.8/92.3 ms
Field exact: OBJ SHA-256 b3e5f4c3..9b377 on both builds, 0 per-tile differences, capability
20,830 / 10,909; TilePostReachProof, sealed-proof and strate-crossing tests pass.
Ledger: every launch was serialized with 0 editors before it. Two attribution attempts were
rejected on harness bookkeeping/output-path bugs before a clean run; one crossing run was invalid
(profiling left on, exit -1) and its retry passed. No crash folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 19:33:48 +02:00
Fr0zkaandClaude Opus 5 8ef1a3b579 test(reach): automation test guarding the per-tile reach proofs; merge closed as load-bearing
VoxelForge.Correctness.TilePostReachProof (VoxelForgeTilePostReachTest.cpp) runs the real mesher
twice in one process: at full reach it compares the skipped posts' FINAL field (356,946
comparisons, 0 differences), and at a deliberately shrunk reach it must find differences (774
found). Native/fused sample counts are identical (137,180). So a future tunnel or passage geometry
change that breaks a reach proof (ce4d878, a668833) fails loudly instead of silently making holes.
VoxelGenLOD::ResetTilePostReachDiagnostics resets every per-kind counter between the two runs, so
the proof cannot pass vacuously.

Test fixture fix: the strate connectivity test's density-sign/coarse-lie controls use boxes up to
256 voxels, which the DiffLayer budget added in 8879045 rejected. The fixture now uses an unlimited
budget; the test measures the field, not the gameplay brush.

The tunnel SDF/core merge was attempted and NOT shipped (Codex; reviewed by me):
- The world-space core is load-bearing. WorldControlPoints keep the authored room-floor anchors and
  walkable tunnel routes before cave warp (8e42d6d, against warped floors becoming vertical
  breaks), and cf2b2ad made the world chain authoritative for option B winding/ledge walkability.
  EvaluateTunnelCoreWorld also supplies the support/room-floor ownership the tail uses.
- Replacing the world shape: player-fit 20,830 -> 19,684, walk 10,909 -> 9,934, components
  261 -> 220. Raw world evaluation without floor handling also failed (20,348 / 10,713): a
  coordinate-frame / junction mismatch, not only floor projection.
- The exact shared-segment variant was SLOWER than the committed tip: static worker +5.6%, moving
  +12.6%, LOD0 p95 +6% / +13%.
- A 0.0001-0.01% world-chain blend that merely passed the gate was rejected as cosmetic.
All merge source was reverted. This build is bit-identical to the committed tip (311CA42C, 75,482
triangles, capability 20,830 / 10,909); connectivity 6/6 + 16/16, passage open-space 14/14 and
sealed proof 22/22 pass. Every launch was serialized.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 17:42:25 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-15 11:30:37 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-15 08:41:59 +02:00
Fr0zkaandClaude Opus 5 ce4d8783e9 perf(generation): per-tile reach test skips landing and structural posts -- ~12% less worker CPU
The remove-one ablation put landing posts at ~10% and passage structural posts at ~6% of worker
time, though landings exist only near passage ends and the origin. The parked exact-cull round's
per-SAMPLE post bounds had been a net loss. This round decides reach once per TILE (Codex;
reviewed by me).

- VoxelTilePostReach.h: one per-tile reach mask (thread-local byte), set when the tile is set
  up. The origin landing, passage landing SDF/floors, native floors, tunnel air and passage
  structural posts return their input unchanged on tiles no instance can reach. Per sample this
  costs an inline flag read.
- Reach proofs come from each post's geometry (origin rooms, landing SDF and floors, native floor
  band, structural support spheres), not from comments.
- voxel.TilePostReachDebug=1 evaluates the skipped posts anyway and compares the FINAL field;
  voxel.TilePostReachScale=0.5 deliberately shrinks the reach and must fail.

Default build: 694 tiles, landing reachable on 4 (skipped on 690), structural posts skipped on 169.
Soundness: 123,958,673 comparisons, 0 differences; shrunk reach: 13,929 differences, FAIL as
required.

Final DEFAULT build vs the committed-tip DLL (same command line, two interleaved runs each):
  static  worker 34.80 -> 30.52 s (-12%)   LOD0 generation p50/p95 67.0/107.6 -> 55.8/95.8 ms
  moving  worker 75.96 -> 66.66 s (-12%)   LOD0 generation p50/p95 66.3/106.0 -> 56.0/95.8 ms
Field exact: 841/841 keyed tiles vs a fresh committed-tip trace (669,902 triangles, which includes
9260775's gap floors), export b3e5f4c3..9b377, capability 20,830 / 10,909; strate-crossing and
sealed-proof tests pass.
Ledger: all launches passed or failed where designed to; early raw-SDF debug attempts failed
until the comparator was corrected to compare the final field. No crash folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 07:42:13 +02:00
Fr0zkaandClaude Opus 5 92607751b1 fix(passages): D-floors now exist inside the inter-strate gap; two stale tests corrected
Investigation of the two tests that had been failing for days (Codex; the fix reviewed and its
field claims re-run by me).

Real bug, introduced by adb34df: gap chunks take the compact bedrock path in GetDensityAt, which
applied the passage modifier but never the build-authored native D-floor. So the walkable passage
floor vanished exactly at the gap/strate seam, in the passages the player uses to cross strates.
Now gap chunks set Result = -Density, then ApplyPassageNativeFloorMC, then VF_ApplyXYEdgeSealMC.
The seal runs on the MC value, in the same order as before.

Stale tests, not code bugs:
- PassageLandsInOpenSpace: since d97373c production passes the cached world/warp seed to
  VF_SuggestLandingPoint, while the test still queried with the default seed. Both queries are
  fixed; the test now allows only exact graph-owned support-floor samples (the production
  bProtectAuthoredTunnelFloor contract), and anything else still fails. 14/14 landing ends,
  5,774/5,774 floor and capsule samples.
- ClassifyTileSoundness: since d38d4ca ClassifyTile covers the cell vertices g=0..CPA, but the test
  still sampled the mesher's outer normal halo. Both "holes" were halo-only (g = CPA+1). The test now
  asserts the current contract. TryProveSealedSolidTile already uses the exact core lattice, so it
  is not affected.

Verified: crossing test PASS (max gate 0.129 s); sealed-proof test 22/22; both classifier variants
pass (600 tiles each). Re-run by the orchestrator against this build: export OBJ SHA-256
b3e5f4c3..9b377 unchanged; capability 20,830 / 10,909 / walk-only 10,909.
Ledger: one DDC startup fatal (crash folder 43101DC8, 04:38) and a set of expected diagnostic
failures while locating the gap-branch omission; one malformed ablation argument (not a valid
ablation).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 06:08:59 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-15 04:23:31 +02:00
Fr0zkaandClaude Opus 5 8879045627 fix(correctness): cold-audit fixes -- tile-cache determinism bug, cache identities, lifetimes
Correctness round on AUDIT-COLD-2026-09-14.md (Codex; key fixes reviewed by me).

#7 (determinism, introduced by the tile-cache work): the refetch guard in GetDensityAt now
rebuilds on `bTileCacheContext != CP_UsesTileCacheWindow` or when the worker-local stack/core were
moved into a cache entry (`CP_ActiveTunnelDensityCache != nullptr`). A cache miss can no longer
evaluate a moved-from, empty operator stack. Test (VoxelForgeCorrectnessRoundTest): the pre-fix
binary CRASHED in the context-switch case (negative control); the fixed binary passes with 0/5
coarse and fine mismatches, and warm vs fresh origin-tile meshes are identical.

Also fixed, each with a focused test that passes:
- #3/#8: worker diff/surface/biome caches carry owner/layer identity (no cross-world reuse);
  #9: the shaft key gains LedgeSpacing/LedgeDepth and the island key BoundarySealThickness;
  #14: clearing passages bumps PassagesVersion; #21: HasAnyModInChunkRange is proportional to
  the queried range (the sealed-rock proof calls it per candidate).
- #1: the density-volume fill thread is paused/drained with generation; #2: each content manager
  joins its own decoration tasks before destruction; #15: non-finite/invalid modification
  geometry is rejected; #20: zero-width transition blend is guarded at runtime.
- Also #4-#6, #10-#13, #16-#18, #22. #19 is valid C++20 and unchanged.

Verified: canonical export b3e5f4c3..9b377; capability 20,830 / 10,909; fresh trace 841/841
identical, 0 origin-column mismatches; static mesher calls 18,078,130. Performance: two pairs
disagree in sign, and the means are final -2.5% static / -0.8% moving; no repeatable regression.

Known and NOT caused by this round: ClassifyTileSoundness and PassageLandsInOpenSpace were already
failing (15/17 in the grouped suite). Queued for investigation.

Ledger: first determinism launch hit the DDC fatal (crash folder 57DB6ADC, 23:21); the retry
exited 1 on the two known failures; one malformed multi-test launch was inconclusive; one
malformed trace launch was stopped; one launch with an unquoted project path found no test and its
retry passed. Everything else passed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 00:29:46 +02:00
Fr0zkaandClaude Opus 5 39c306b524 perf(streaming): prove sealed rock solid instead of sampling it -- crossing fix's cost recovered
4c8d06f stopped content-cutting LOD0 so the player can cross strates, at a cost of +29% static
worker CPU: LOD0 tiles in the sealed rock between strates, which the old cut skipped by accident,
were sampled in full and found solid. This proves those tiles solid instead (Codex; reviewed by me).

- UVoxelGenerator::TryProveSealedSolidTile: AllSolid only for a tile whose whole lattice lies in a
  gap/seal region. It rejects player mods (HasAnyModInChunkRange), passages plus carve pads, the
  origin spine/landing, disturbances, recipes and overrides. It is narrower than the old
  ClassifyTile, which stays off in streaming. CollisionSolidTiles / CollisionNotRequiredTiles
  bookkeeping is preserved, so the collision gate's support search still resolves.
- TryProveOutOfLayoutAirTile: a separate fail-closed constant-air proof for the zero-triangle tiles
  outside the strate layout. It never supplies collision support.
- voxel.SealedSolidProof (default 1). Mining a proven tile invalidates and re-meshes it.
- A soundness test that can fail (VoxelForgeSealedSolidProofTest): 22 candidates, 22 skips, 0
  non-solid lattice samples; a deliberately weakened diff guard produces 437 non-solid samples
  and fails.

Verified: mining tile (14,-18,-8) went from proof=1 / 0 triangles to proof=0 / 8 triangles and
re-meshed; strate-crossing test PASS (max gate 0.098 s); off/on trace 899/899 identical; export
b3e5f4c3..9b377; capability 20,830 / 10,909.

Two interleaved rounds, serialized (owner-editor count 0 before each launch):
                        baseline   crossing-fixed   + proof
  static  worker        35.5 s     41.9 s           36.0 s   (+1.4% vs baseline)
  moving  worker        78.1 s     93.2 s           78.2 s   (+0.1%)
  mesher calls static   18.078M    22.280M          18.078M
Applied triangles identical: 669,834 static / 1,331,482 moving.
Runs: one early automation probe exited 3 with no log (the corrected harness passed); one
exploratory moving run was interrupted and excluded.

Note: HasAnyModInChunkRange scans every modified chunk per candidate (cold audit #21). That is cheap
today (~20 candidates), but it grows with mining; it is queued in the correctness round.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-14 22:08:24 +02:00
Fr0zkaandClaude Opus 5 4c8d06fd8f fix(streaming): the player can walk from one strate into the next
Owner playtest: he could not walk from strate A into B. Forcing the pawn through in the editor
showed the junction tunnel (and his edits to the lower strate) were there.

Cause: UVoxelSettings::StrateContentCutMinLevel defaulted to 0, and DA_Settings does not override
it, so the strate content band (the PAWN's strate) also cut LOD0, the collision tiles. While the
player stood in A, the passage below A's seal, the gap and strate B had no LOD0 geometry, and the
collision gate correctly refused to step onto missing collision. The band only moves once the pawn
is inside B: a deadlock. bClampViewToStrate is a different setting, which is why toggling it did
not help. Some historical fall-throughs were likely this, before the gate turned "fall" into
"blocked".

Fix (Codex; reviewed by me):
- StrateContentCutMinLevel default 0 -> 1, ClampMin 1, and
  UVoxelSettings::GetEffectiveStrateContentCutMinLevel() clamps to [1,9] at every runtime
  consumer, so a legacy asset serialising 0 cannot bring the deadlock back. LOD1+ stay banded
  inside strates and go full in the gap.
- A regression test, -voxel.TestStrateCrossing=1 (off unless passed): it walks the real manager
  passage control points with AddMovementInput and normal swept character movement, with limits
  of 10 s max gate, 120 s total and a 2-voxel floor tolerance. Old code: FAIL
  collision_gate_timeout at route 5/9 (10.0 s gated). Fixed: PASS reached_lower_strate, strate
  0 -> 1, max gate 0.092 s. The trace shows band [-7..0] -> full in the gap -> [-17..-10].

Field unchanged: canonical export b3e5f4c3..9b377, capability 20,830 / 10,909. In game, the LOD0
change in the crossing scene is 11 transition-gap tiles going from 0 to 22,390 triangles; no LOD0
interior tile changed.

COST, stated plainly (two interleaved runs, baseline vs fixed DLL):
  static  generation CPU 34.1 -> 44.1 s (+29%), density calls +23%, LOD0 request p95 +8.9%
  moving  generation CPU 78.8 -> 91.1 s (+16%), density calls +26%, LOD0 request p95 +3.1%
  applied triangles identical (669,834 / 1,331,482): the extra work is LOD0 tiles in sealed rock
  that the old cut skipped. The next round proves them solid instead of sampling them.

Visual caveat: the old default of 0 was a deliberate July choice, because LOD0/1 tiles straddling
a strate boundary mixed both strates' materials. With LOD0 never cut, that mixing may reappear
near seals. The headless runs are -nullrhi, so this still needs checking in the editor.

Launches: all serialized and waited by PID. Failures: one malformed first baseline attempt, one
over-strict early harness assertion, and one run against stale staging (it logged CutMinLevel=0),
all superseded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-14 19:46:35 +02:00
Fr0zkaandClaude Opus 5 7a972f513d fix(ablation): tunnel-core ablation no longer disables the fused evaluator
Salvaged from the parked exact-culling round (wip/exact-cull-20260914, 49369ac). This is the only
change ported. `if (!VoxelDensityAblation::IsTunnelCoreOff() && CP_UseOpStack)` becomes
`if (CP_UseOpStack)`: with the tunnel-core ablation on, the old condition also sent coarse tiles
to the scalar per-chunk cache path. That was the 2.9x "tunnel core off" anomaly in 6ccf371. In
normal runs (ablation off) the condition is unchanged.

Salvage round (Codex; checked by me):
- Baseline confirmed on this machine: static worker 33.98 s. So the parked round really was a
  regression (~41 s with all its switches off), not machine drift.
- The parked round's always-on cost: EvaluateSDFCached did a tile-window/candidate lookup
  unconditionally; tunnel-chain signatures added candidate range checks and per-segment AABB/Sqrt
  lower bounds; CanSkipSmoothMin read exported globals + TLS per primitive even when disabled;
  passage candidate setup ran before the disabled check; the passage/landing/post paths copied
  density and built debug closures with debug off. No FORCEINLINE was lost; the added work was
  inlined into the hot sample path.
- Not ported: tile candidates (48.26 s on vs 46.19 s off even inside the WIP), the SmoothMin cutoff,
  the post early-outs (a measured loss) and the debug hooks.

Final vs baseline DLL, two interleaved runs each: static worker 33.98 -> 33.56 s, moving
73.89 -> 74.70 s; LOD0 generation p50 66.1 -> 65.5 ms static, 64.7 -> 65.3 ms moving. Equal
within noise, as expected from a change that is inert in normal runs.
Field exact: 841/841 keyed tiles, export b3e5f4c3..9b377, capability 20,830 / 10,909.
Every launch was serialized (prelaunch UnrealEditor count 0); no crash folders; two harness-only
trace wrapper failures preceded the passing trace.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-14 17:26:09 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-14 09:39:57 +02:00