fc9227f9e0dcfef92a6b3155a154dffd797cda10
144
Commits
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190ff381c0 |
feat(composer): it invents strates that work -- 59/64, and §6.2 is CLOSED
The corpus was starved: the loader followed the active settings pool and
found ONE vector, so all 64 candidates were bit-identical and every number
was a placeholder. It now loads every UVoxelStrateDefinition via the Asset
Registry (Saved/Autosaves and Saved/Cooked excluded -- including them would
silently weight the corpus toward whatever was autosaved last) plus the
per-archetype defaults from VoxelStrateTypes.h, which are themselves
hand-tuned known-good vectors. Blending stays WITHIN an archetype;
different archetypes read different subsets of the 73 fields.
⭐ THE COMPOSER WORKS. 64 candidates blended from real parents, every one
measured:
survival 59/64 (92.2%)
non-vacuous 60 · largest-share >= .50 60 · primordial law 63 · roll
failures 0
and they are genuinely different worlds, not one world 64 times:
air fraction .0137 -> 1.000
walkable .000 -> .389
feature scale 4 -> 376 voxels
archetypes TunnelNetwork, VerticalShafts, FlatPlain, CrystalChamber,
SurfaceWorld, Underwater, FloatingIslands, Maze
⭐⭐ §6.2 IS CLOSED, and it was the real risk. Box-verdict bounds were only
ever proved against the parameters Jahni typed; the whole worry was that
invented parameters would violate a bound nobody had checked -- silently,
leaving no geometry and no collision. Against ROLLED parameters:
1,224 boxes proved (549 AllSolid, 675 AllAir), 1,336 Mixed
1,629,144 voxels brute-forced
0 VIOLATIONS
The bounds hold across the rolled range, not just at authored points. The
isolation work in
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358bd415a9 |
feat(composer): the parameter roll -- infrastructure real, corpus starved
Tier 4a. The first piece of the composer that INVENTS rather than fixes. The design, from COMPOSER-NOTES §3.3: do NOT roll 73 parameters independently. The coherent region of a 73-dimensional space is a vanishingly thin sheet and uniform sampling never lands on it -- and independent rolling destroys the CORRELATIONS (room spacing <-> room radius <-> tunnel length) that make a vector coherent. So blend known-good vectors through the existing FStrateGenerationParams::Lerp instead: constraint satisfaction is free, because a convex combination preserves every relation holding in both parents. Min <= Max stays true because it was never broken. Built: FVoxelStrateCorpus (loads authored vectors, computes per-field spread), VF_RollStrateParams (2-3 weighted parents, convex blend, jitter by +-15% of each field's MEASURED corpus range -- not by the clamps, which are "don't type nonsense" limits, not "this makes a good world" limits), and VoxelForge.Composer.ParameterRoll. Determinism asserted by rolling twice and comparing every field. Exclusion list found by reflection, not assumption: StrateTopWorldZ and StrateBottomWorldZ (manager-owned runtime bounds) plus 34 terrain-op transport fields (TerraceStepHeight..PinchLength) that are copied in from room operators rather than being strate tunables. Bools inherit from the dominant parent; ints/enums use Lerp's existing snap. ⚠️ THE RESULT IS VACUOUS AND SAYS SO. 64/64 candidates "survived" -- but the corpus loaded ONE vector (DA_Strate3), so all 64 are bit-identical. 100% survival of a single point is not evidence of anything. The box- verdict check is vacuous too: 2,560 boxes, 0 proved, 0 voxels brute-forced, so §6.2 is NOT closed. The test emits a warning saying exactly this rather than reporting a clean pass, and no workaround was added to hide it. Four strate assets exist (DA_Strate1..4); the loader found one. Fixing the corpus is the next task -- with one parent there is nothing to blend, and every number above is a placeholder. Also owed: clamp metadata is editor-only, so the safety net needs a cook-time baked table before this ships. Nothing calls the composer from any runtime path (§3.1: offline, once per season, on a build box). Build clean, 23 tests / 0 failed (1 carries the deliberate vacuity warning), verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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8e346a3054 |
feat(opstack): EffectOverBox correct in ISOLATION -- the blocker is closed
COMPOSER-NOTES §6.1, titled THE BLOCKER, gated everything after it. A source writing only Sdf did not touch density, so it answered the box query ON BEHALF OF the converter that followed it -- fine when a human wrote and verified the pair, unsafe the moment the composer assembles a combination nobody checked. And the failure is the silent one: a tile wrongly proved uniform means no geometry, no collision, no error, and a player falls through the floor. FVoxelBoxHypotheses now carries FVoxelBoxSdfInterval. SDF writers publish their own [Min, Max]; replacement writers replace it, accumulating writers MinWith it; converters and detail ops consume the prior interval through a state-aware EffectOverBox. Each op answers only for itself and the fold composes them. Unknown, invalid, non-finite or unimplemented bounds force Mixed -- when in doubt the answer is Mixed, because a missed skip costs milliseconds and a false uniform costs a player. Bounds are SUPREMA of what Eval can produce, never the param named "max": FBM 1.5 (not 1.0), max(Min,Max) radius envelopes, warp sqrt(2), SmoothMin slack. [FLT_MAX, FLT_MAX] is the exact no-surface identity. ⭐ THE PROOF IS THE NOVEL STACK. Built a combination no shipping builder produces: ConstantVoid -> LatticeCorridorSource -> SdfRoughness -> SdfFill brute-forced 332,750 voxels across 256 boxes: 250 proved AllAir, 0 VIOLATIONS. If isolation is real an unverified stack must still be sound, and it is. That test -- not the refactor -- is the deliverable. Every archetype re-proved by brute force, 0 violations everywhere: Maze 112/256 · CrystalChamber 38/60 · Underwater 33/40 · FlatPlain 32/60 VerticalShafts 28/60 · FloatingIslands 15/60 · TunnelNetwork prod 9/40 TunnelNetwork dense 0/40 (correctly -- it really is all mixed) COST, reported not hidden: isolation gives up some skipping. TunnelNetwork production 12->9, VerticalShafts 32->28. Answering for yourself alone is strictly weaker than answering for a verified pair. The classifier stays materially useful and the trade buys safe composition, which is the point. Eval is untouched; equivalence tests bit-identical; no per-voxel box query. SurfaceWorld keeps its separate exact height/lattice classifier. Also: ⛔ WITHDREW the "corrective ops must be fused" claim from §3.2. FFloorBiasMod does NOT undo FCaveRoughnessMod -- it adds an independent NormZ^2 x FloorBias term to the ACCUMULATED density and never reads TotalRough. Not a correction, no fuse, no "corrects" dependency. The claim came from reading a name and a comment; one grep would have shown the ten Density-writing ops in between before the paragraph was written. Build clean, 22 succeeded / 0 failed, verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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7b982ad5ae |
feat(opstack): every op declares its channels -- ordering becomes derivable
The composer must assemble stacks nobody wrote by hand. Today the legal order of operators lives in a human's head and in the hand-written builders. COMPOSER-NOTES §3.2: an op's legal position is fixed by which channel it READS and which it WRITES, so dependencies form a DAG and any topological sort of that DAG is a legal stack. EVoxelOpChannel names the two fields FVoxelOpSample actually carries (Density, Sdf) -- read from the struct, not assumed. All 29 concrete density ops declare reads, writes and additive/transformative, filled in by reading each Eval rather than trusting its name. The declarations are PURE VIRTUAL so a new op cannot silently omit them; the composer's safety depends on every op answering. A declaration nobody checks is a comment, so ValidateChannelOrder exists and VoxelForge.OpStack.ChannelDAG runs all eight shipping stacks through it. All pass: TunnelNetwork/Underwater 20 ops, Maze 8, VerticalShafts 9, FloatingIslands 8, FlatPlain/CrystalChamber 6, SurfaceWorld 6. Metadata is snapshotted in FVoxelOpStack::Add, so no declaration virtual is ever called per voxel -- ARCHITECTURE §8.10 respected. ⚠️ THE FUSE WAS DELIBERATELY NOT APPLIED, and the reason is the finding I asked for instead. §3.2 assumed FFloorBiasMod sits next to FCaveRoughnessMod. It does not: TEN ops separate them (Terrace, LayerLine, Ribbing, Overhang, Cliff, Scallop, Arch, RoomColumn, Dome, Pinch), and all ten read and write Density. Moving FloorBias would reorder the live density accumulation, and IEEE-754 addition is not bitwise commutative -- so the note's claim that fusing "leaves the field bit-identical" is false as written. That leaves a real open question for the composer, recorded not resolved: channel rules alone say any Density->Density order is legal, but they cannot express "this op CORRECTS that one". Either the fuse proceeds and accepts a changed field (legitimate -- peer determinism never required bit-identity across builds), or corrective intent needs its own declaration. Settling it needs FFloorBiasMod's actual math read, which is the next question I put to Codex. Build clean, 22 succeeded / 0 failed, verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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4f11ce81a4 |
fix(shafts): the primordial law holds -- 0 trusted negatives across 16 seeds
Closes the VerticalShafts bug. Two remaining failures were investigated
and neither was a broken world.
PART A -- my measurement window was binding, not the world.
The window was a square centred on (0,0) with a radius, while mouths sit
up to ~200 voxels out in arbitrary directions, so a box holding both was
mostly empty space paid for at full price. Seed 6 at step 1 needed
16,515,072 cells and blew the cap; fitted to the two mouths it needs
6,553,344 and measures fine.
seed 6 step 2 NOT_CONNECTED -> CONNECTED at doubled margin
seed 6 step 1 NOT_CONNECTED -> CONNECTED at doubled margin
seed 14 step 2 CONNECTED
seed 14 step 1 CONNECTED
A fitted box can cut off a route that detours outside it, so every
negative is re-run at doubled margin. 5 of 16 were binding negatives and
all 5 flipped. TRUSTED NEGATIVES: 0. There is no evidence of a single
unescapable strate in 16 seeds.
PART B -- the drainage tree has no orphans, and a third cause existed.
0 / 10,372 unreachable shaft paths (0% orphan rate)
16 strict local minima, all caught by the direct-spine fallback
neighbour fallback fired 0 times; emergency fallback 0
91.8% of non-largest components are smaller than one shaft volume --
they are roughness bubbles, not geometry
So a mouth could land in a noise bubble that is open but unreachable --
worse than useless, exactly the trap the law forbids.
VF_SuggestLandingPoint now returns the selected shaft AXIS, which is on
the drainage tree by construction.
⚠️ Codex found a third cause neither of us listed: tree capsules could
cross ledge bands, so a guaranteed connector could be blocked by a ledge.
Connector Z is now drawn from a deterministic ledge-free interval,
mirrored in the op stack.
⚠️ And an 8th error in my spec: "connect to any neighbour shaft" as a
fallback can create CYCLES -- a loop of shafts that drains nowhere and is
disconnected from the spine. The fallback must preserve strictly
decreasing origin-distance. Implemented that way.
per-archetype law 6/6 · box-verdict violations 0 · stack equivalence
bit-identical over 20,000 samples · sweep 45.3 -> 20.4 s
cache 7.970 us rebuild, 0.073 us hot call (225-cell rolls on rebuild only)
Build clean, 21 succeeded / 0 failed, verified by me in VoxelM.log.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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9d2324879d |
feat(world): the XY edge seal -- the fourth structural invariant
VF_ApplyBoundarySeal was purely VERTICAL: it sealed each strate's ceiling
and floor and there was no horizontal equivalent, because until the depths
were bounded the world had no sides. The GDD now says "bounded, but
gigantic", so a player who walked far enough reached unterminated
generation running off into nothing.
Built as a FORCING op, appended automatically and not author-omittable, so
an invented strate cannot forget its own edge. Because a forcing op proves
AllSolid in its band, the outer shell also becomes free to skip in tile
classification -- correctness and a perf win from one change.
order spine -> vertical seal -> passage carving -> XY EDGE SEAL
-> disturbances -> diff
A near-rim passage may pierce a vertical seal; the XY seal runs after and
wins. A passage must never punch a hole through the world's edge.
ClassifyBox/ForcedMarginOverBox proved via the closest AABB radius with a
one-voxel margin: 8 boxes proved, 1 tile proved, 600 voxels brute-forced,
0 violations. FXYEdgeSealOp is IsXYPure. Max rim discontinuity .187 against
a 1.0 threshold -- a ramp, not a cylinder wall.
⚠️ WorldRadiusVoxels DEFAULTS TO 0, and that is deliberate. Codex flagged
that DA_Settings and BP_VoxelSettings predate the property and so do not
serialize it -- they inherit the C++ default silently. A default of 8192
would have walled in every existing world on next editor open with nothing
in the asset to explain it. 0 is a bitwise no-op (45 interior comparisons
against the unbounded path prove it). The GDD's intended ~8192 is a value
to set in the asset, deliberately, once. Documented at the declaration.
Codex found four spec errors, three of them mine: VF_ApplyBoundarySeal
lives in VoxelDensityPrimitives.h not VoxelCaveMorphology; the asset
default trap above; and my "density increases through the band" wording
contradicts the MC sign convention (solid is more NEGATIVE) -- the test
measures increasing solidness.
Build clean, 21 succeeded / 0 failed, run and verified by me.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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44938f3f98 |
fix(measure): a blocked route is not a disconnected pair
VF_AreConnected took the shortest coarse BFS route, re-walked it at full resolution, and on hitting a wall returned false and gave up -- never looking for another way round. That is a false NEGATIVE, and it was inflating the failure count of a bug we were actively trying to fix. On refutation it now excludes that specific coarse step and re-searches, up to a bounded budget (16). Outcomes are distinguished honestly: Connected a route survived full-resolution verification NotConnectedAtThisResolution no coarse route remains after exclusions CoarseLiedBudgetExhausted UNKNOWN -- routes kept being refuted The third is deliberately NOT folded into either other verdict. Collapsing "unknown" into "disconnected" is precisely what misled us. arrival->departure 7/16 -> 14/16 All 7 former COARSE_LIED became CONNECTED. arrival->spine 15/16 connected departure->spine 15/16 connected per-archetype law: 6/6 applicable routes pass Retries needed are small -- max 3 per query, 0 budget hits -- so 16 is generous rather than load-bearing. Runtime slightly IMPROVED (45.3 -> 44.9 s on the 16-seed sweep) because a satisfied query stops early. The false-POSITIVE guard is untouched and is now stronger in meaning: every Connected still requires a fully re-walked, air-verified route, and it now says "this specific route is open" rather than "the first route I tried was open". The controlled wall still returns BudgetExhausted after exactly 16 retries, and a repeat query is bit-identical in verdict, snap flags and retry count. ⚠️ REMAINING: seeds 6 and 14 are genuinely NOT_CONNECTED. Real or a step-2 resolution limit is not yet settled -- refine before touching generation again, per COMPOSER-NOTES §13. No generation, placement or parameter changed. Verifier only. Build clean, 20 succeeded / 0 warnings / 0 failed, confirmed in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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7a20eeed0d |
feat(shafts): a drainage tree -- the field goes from 22% to 97% connected
The plateau was the tell. Roughness changed the component COUNT (it
manufactures noise pockets) but the giant component sat at ~0.22 in every
variant, and widening connectors past the proven roughness bound barely
moved it. That is a random graph below its percolation threshold: 0.6
sites, 0.35 bonds, and a 1.6-cell pair cutoff that drops many neighbour
pairs once jitter spreads them 1.7 (orthogonal) to 2.4 (diagonal) cells
apart.
So the lever was topology. Every shaft now emits a deterministic connector
to the nearest shaft STRICTLY closer to the origin, so chains drain inward
and terminate at the spine. The probabilistic connectors stay as texture
and loops -- the tree guarantees you can get out, the noise keeps it from
reading as a diagram.
Deliberately NOT tuned: raising CrossConnectChance/ShaftDensity/the cutoff
toward the percolation threshold buys a world connected at one seed and
shattered at the next, which is exactly the 1-in-16 behaviour we had. A
phase transition is not a knob.
seed 1337 components 30 -> 17, largest share .220 -> .975
16 seeds spine is the largest component in 16/16 (was 8/16)
largest share .58 - .9999
Seam safety, because a parent computed from a 3x3 window would differ
between chunks and the connector would exist in one and not the other:
collect over 7x7, emit only for the inner 3x3, whose 5x5 candidate windows
are then fully contained. 154 seam probes per path, 0 mismatches.
Box verdicts re-checked against the new air: 27 proved, 33 mixed,
0 violations. Stack mirror bit-identical over 20,000 samples.
Perf: 1.634 us forced rebuild, 0.100 us hot call -- the 49 rolls happen
only on cache rebuild, never per voxel.
⚠️ ACCEPTANCE STILL FAILS: arrival->departure 4/16 (was 1/16). Reported,
not tuned. With 97% of the air in one component, two mouths that both land
IN the field would essentially always connect -- so the remaining failure
is placement, not topology. Next.
Build clean, 20 succeeded / 0 warnings / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM
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58e61cdefa |
feat(shafts): the spine joins its neighbours -- necessary, not sufficient
Jahni chose: make the (0,0) column join the shafts it passes, so VerticalShafts behaves like the other seven archetypes. Built, and it works as far as it goes -- the spine is now the LARGEST air component in 13 of 16 seeds (share up to 0.81, was 0.096 and never largest). ⚠️ IT DOES NOT MEET THE ACCEPTANCE CRITERION. arrival->departure is still 1/16. Reported as a failure rather than dressed up, because the criterion was the measured law, not "the code was written". The test now prints ACCEPTANCE arrival->departure: FAIL (1/16 seeds pass) so it cannot be quietly forgotten. Why it is insufficient, and it is structural: the spine only joins its own 3x3 cell neighbourhood, while passage mouths land 60-200 voxels from (0,0). The departure network is unreachable from the spine in all 16 seeds. Joining the hub to its neighbours does not help if the rest of the graph never reaches the hub. Part A diagnosis (seed 1337, margin 0, step 2, radius 192): baseline 30 components, largest .220 roughness 0 17 components, largest .226 connector radius 8 29 components, largest .229 H1 is real but partial: roughness fragments the space (13 of the 30 components are noise pockets), yet widening connectors past the proven roughness bound barely moves it. So roughness is NOT what severs the network -- the largest component sits at ~0.22 in every variant, which is the signature of a graph below its percolation threshold. The lever is topology, not radius. H2 (the hardcoded 1.6 pair cutoff) went untested. Implementation notes: the spine is added ONLY as a connector endpoint, not as a carving shaft -- VF_ApplyOriginSpine remains sole owner -- and is excluded from ledge placement. Spine connectors use radius 6.625, above the proven roughness supremum of 5.625 (sup|FBM| = 1.5, not 1.0). SpineRadius is threaded through BuildVerticalShaftStack, not hardcoded. Op-stack mirror bit-identical over 20,000 samples, 0 box-verdict violations. LayoutOrderIndependence green. Build clean, 19 succeeded / 0 warnings / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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5519b323c8 |
test(measure): the spine is the backbone in 7 of 8 strates -- and not in
VerticalShafts Diagnosis only. No generation or placement changed. The hypothesis was that the (0,0) spine (OriginSpineRadius 14) is the universal connector, so "can this mouth reach the spine" would be the real primordial-law test. Measured at margin 0, step 2, radius 192: strate spine share largest? arr->spine dep->spine TunnelNetwork 0.979 YES CONNECTED not connected FlatPlain 1.000 YES CONNECTED CONNECTED CrystalChamber 1.000 YES CONNECTED CONNECTED Maze 0.997 YES coarse-lied CONNECTED SurfaceWorld 1.000 YES CONNECTED CONNECTED VerticalShafts 0.096 NO not conn. not connected FloatingIslands 1.000 YES CONNECTED CONNECTED Underwater 0.999 YES CONNECTED n/a The spine forms one uninterrupted open interior run in 8/8 strates, and holds essentially ALL the air in 7 of them. VerticalShafts is the lone anomaly: the spine punches through as an isolated column holding 9.6% of the air and is NOT the largest component. So the archetype has three mutually unreachable things -- the spine, the arrival network, the departure network. It has no lateral connectivity at all. Over 16 seeds: spine open 16/16, spine largest only 8/16, arrival->spine 1 connected, departure->spine 0 connected. Neither extreme was right. The spine is not a universal connector, but it is far from irrelevant: it is the de-facto backbone everywhere except here, which reframes the bug as an ANOMALY to bring in line rather than a missing feature to invent. Ordering hazard confirmed on the record: making passage i depend on passage i-1 would break LayoutOrderIndependence. Both candidate fixes avoid it, because the spine is a fixed deterministic anchor that two mouths can target independently. Build clean, 19 succeeded / 0 warnings / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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0bbfdeb7a7 |
test(measure): VerticalShafts breaks the primordial law in 15 of 16 seeds
The margin is exonerated. Every earlier run excluded 8 voxels at each strate boundary, and voxels 4-8 of those are ordinary interior, not seal -- the same window mistake that produced "FlatPlain is 99.95% void" at margin 32. So the query was re-run at margin 0, 2, 4 and 8. All four stay negative; margin 0 includes the seal itself and still reports negative. (The implementation had clamped explicit margins to >= 1, which made the margin-0 check impossible; Codex found and fixed that.) Diagnosis -- this is not a near-miss wall: arrival LowerPoint (65.8, 95.8, -1047.25) departure UpperPoint (88.4, -104.6, -991.58) XY separation 201.7 voxels (~50 m), Z delta 55.7 arrival component 22,531 cells (22.0% of air) departure component 21,621 cells (21.1% of air) nearest approach between the two components: 135-179 voxels Two large, healthy, entirely separate shaft networks half a strate apart. Nothing to breach; the archetype has no lateral connection at all. 16-seed sweep: 1 pass, 15 fail. Not one unlucky world -- structural. So: descend into a VerticalShafts strate and you probably cannot reach its exit. This is the "live hole in the shipping game" COMPOSER-NOTES Tier 1 predicted, now measured instead of assumed. Stated precisely, because it names the fix: VF_SuggestLandingPoint makes each mouth land in open space, but NOTHING makes the two mouths of one strate land in the SAME open space. New: VF_DiagnoseConnectivity returns component sizes and the spatial separation between the two mouths' components, so a near-miss and a never-meant-to-connect read differently instead of both being "false". No generation change, no threshold tuning. The fix is a design decision. Build clean, 19 succeeded / 0 warnings / 0 failed. Sweeps 3.4 s + 6.9 s. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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cd31dec869 |
test(measure): the VerticalShafts disconnection is real, not a coarse lie
Our guard was one-directional. FullResolutionPathIsAir catches the false POSITIVE -- coarse says joined, reality says walled -- which is the dangerous direction for safety, so we built it first. The opposite error was unguarded: a corridor narrower than SampleStep falls between sample points and vanishes, so connected regions read as separate. That is exactly what a network of narrow vertical shafts would fake at step 4. Refinement sweep, radius held constant for the controls: step 4 / r256 NOT_CONNECTED 57 comp largest .119 458,752 cells step 4 / r192 NOT_CONNECTED 32 comp largest .220 258,048 step 2 / r192 NOT_CONNECTED 27 comp largest .220 2,064,384 step 4 / r128 NOT_CONNECTED 20 comp largest .291 114,688 step 1 / r128 NOT_CONNECTED 11 comp largest .303 7,340,032 Both fixed-radius pairs stayed negative, so neither the step nor the radius explains it. At one-voxel sampling the arrival and departure mouths are still in different air components. VerticalShafts is a live primordial-law violation: a player descends into it and cannot reach its exit. NotConnected is renamed NotConnectedAtThisResolution and documents its own limit at the declaration, so a bare negative can never again be read as proof. CoarseLied names one direction; this names the other. Sweep split into VoxelForge.Generation.StrateConnectivityRefinement so the fast test stays fast. 4.4 s. The MaxCells refusal path was exercised and still refuses. Build clean, 19 succeeded / 0 warnings / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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efcc8fcb65 |
fix(measure): ask the primordial law the right question
Three defects, two of them mine. 1. The anchor was a guess. LargestComponentAnchor() returned a hardcoded point near the (0,0) spine and the comment admitted it, so NOT_CONNECTED meant "not connected to a guessed point". The flood fill already knows the answer; it now returns LargestComponentPoint (tie- broken by lowest cell index, so it stays deterministic), LargestComponentCells and NumComponentsAtLeast1Pct. 2. "Connected to the largest component" is NOT the primordial law. The law is that a player must not descend into a place they cannot leave -- a question about MOUTHS. A strate can be 57 disconnected shafts and be fine, provided the shaft you arrive in is the shaft you leave from. The test now asks arrival -> departure per strate: the LowerPoint of the passage arriving, to the UpperPoint of the passage departing. 3. A false verdict and a true one were indistinguishable. VF_AreConnected returned false both when no route existed and when the endpoint's own coarse cell sampled solid -- and a passage mouth is a carved tube whose cell centre lands in adjacent rock easily. It now returns EVoxelConnectivityResult and snaps to an adjacent air cell first, reporting the repair. RESULT: the earlier "5 of 15 endpoints disconnected" was an ARTIFACT of the guessed anchor plus the wrong question. Corrected: 13 of 15 connected, 0 StartCellSolid, 0 GoalCellSolid. One real finding survives. arrival -> departure passes for 5 of 6 applicable strates; VerticalShafts FAILS -- its arrival mouth is in the largest component, its departure mouth is not. NOT yet reported as a bug: a coarse grid can falsely SEPARATE as well as falsely join, and a connecting corridor thinner than SampleStep vanishes. Next task settles it at a finer step. Also noted: GetPassages() contains a self-referential surface entry (0 -> 0), excluded from the chain law. Build clean, 18 succeeded / 0 warnings / 0 failed, verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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13399529b5 |
fix(measure): measure the strate, not the band above its floor
The window excluded a whole chunk (32 voxels) at each end to avoid a 4-voxel seal band -- 8x too much. On 4-chunk strates that discarded half of every strate, floor included, so the pass was measuring the open air above the ground and calling it the strate. The margin now derives from the seal that actually exists: ceil(2 x BoundarySealThickness), clamped to [1, height/4], overridable via InteriorMarginVoxels. The fixture resolves to 8 voxels. FlatPlain/CrystalChamber walkable fraction: 0.00044 -> 0.0578, ~132x. The "99.95% empty void" reading was the window, not the world. Metrics now carry ResolvedMarginVoxels, SampledMinZ and SampledMaxZ, and the test prints them. A measurement that does not state the volume it measured is exactly how the previous defect survived review. VerticalShafts largest-component share rose only 0.074 -> 0.119 across 57 components: the window explained part of the swiss-cheese signal, not all of it. That one is at least partly real. Coarse-lie guard still load-bearing: 24 routes checked, 3 refuted at full resolution (was 21 / 2). Build clean, 18 succeeded / 0 warnings / 0 failed, confirmed in Saved/Logs/VoxelM.log rather than from the agent's summary. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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6988e5ace1 |
feat(measure): one grid, one flood fill -- the strate measurement pass
Tier 2 slice 1 from COMPOSER-NOTES.md 3.4. A read-only, deterministic, headless measurement of a built strate: sample a coarse grid once, flood-fill the air once, derive every metric from that same grid. What it answers today: air fraction, air component count and largest component share (the swiss-cheese signal), walkable fraction, median feature scale, median vertical clearance -- and whether two points are actually connected. The connectivity verdict is the point. Coarse sampling LIES about it in the dangerous direction: a wall thinner than the sample step vanishes and two sealed caverns read as joined. So VF_AreConnected recovers the actual BFS route and re-walks that one corridor at one-voxel spacing; a true verdict is never returned on coarse evidence alone. It fired: 2 of 21 routes were coarse false positives. The test carries a negative control, because a green suite that cannot fail is what hid the last defect. Two of them, in fact: a direct probe of the known-solid inter-strate gap (AirFraction 0.00042), and -- Codex's improvement on the spec -- a diff-layer box filled solid and measured through VF_MeasureStrate itself, so an inverted sign is caught end to end rather than around the function under test. Build clean, 18 succeeded / 0 warnings / 0 failed. KNOWN, fix in flight: the interior window excludes a whole chunk (32 voxels) at each end to avoid a 4-voxel seal band -- 8x too much. On the fixture's 4-chunk strates that discards the floor, so the reported FlatPlain/CrystalChamber air fractions of 0.999 describe the open band above the floor, not the strate. The engine is right; the window is not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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8cd5face9b |
fix(strate): aim at the room's centre, not beside it
Commit
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1ab8c0cae4 |
feat(strate): passages aim at open space -- for half the archetypes, measurably
Tier 1. GeneratePassages placed every passage at a random angle, distance and reach, never consulting the destination strate. The carved tube is air by construction, so nothing looked wrong -- but whether the lower mouth joined the destination's connected cave space was luck. A player could descend and arrive in a sealed pocket. The primordial law was a hope. VF_SuggestOpenPointZ is a pure free function of (archetype, params, seed, XY): no operator stack, no StrateManager, no cache. That is deliberate. This runs inside Initialize, where the layout is half-built and LayoutVersion is in flight, so anything holding a manager pointer there is a re-entrancy trap. Coverage is four archetypes of eight, and the number is the deliverable: 7 passages, 3 aimed at generator-confirmed open space with 48/48 ring samples air, 4 falling back. The hole is not closed. It is measured, where this morning it was invisible. Two corrections from Codex, both mine and both would have shipped confident nonsense: room placement is seeded by MakeStrateSeed, not the passage salt, so my version would have queried a cave graph that does not exist; and slabs need the world seed because that is what GetSlabDensity uses. And one of mine caught in review: the first test sampled GetDensityAt at the mouth and asserted air, which is true by construction because the passage carve is a structural-post invariant. It could not fail. Replaced with a 16-point ring outside the carve radius requiring 8/16 air -- a proxy for connectivity, not a proof. The proof is a flood fill, which is Tier 2. Logging: my first spec asked for a per-passage warning on fallback. It fired 572 times and turned 14 clean tests yellow, which is precisely the anti-pattern OPSTACK-HANDOFF.md warns about -- a warning that always means "this is fine" teaches people to ignore warnings. Now one sorted Log line per layout build. Built clean, suite green: 17 succeeded, 0 with warnings, 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb |
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10a8bbc677 |
feat(strate): the layout is a set, not a sequence -- and the suite is green
Tier 0. Reordering Settings->StratePool in the editor used to change every world in the game, because Initialize Fisher-Yates shuffled the array in editor order. The pool is now sorted by stable soft-asset path before the shuffle, so the layout is a pure function of (seed, pool contents as a SET). The selection algorithm itself is untouched -- same Fisher-Yates, same cycling, same FixedStrates handling, same Z ranges. Sorting by pointer would have looked right and been load-order dependent, which is the trap here. GeneratePassages walked one sequential FRandomStream across every strate, so changing an early connection count shifted every later passage. Each draw is now a salted VoxelHash of (seed, boundary index, connection index), with the distributions preserved exactly -- ToFloat01 returns [0,1), so Lerp(Min,Max,t) reproduces FRandRange precisely. Codex implemented it and caught a real flaw in my spec: I asked for a test that permutes the pool and asserts the passages match, but once the layout is order-independent that test cannot fail whether or not the passage fix works -- the layout comes out identical, so even the old sequential stream would agree. It added the perturbation that actually bites: change an early connection count and verify every later boundary keeps its own values. It also contradicted me on passage type being randomly drawn. It isn't, and it preserved that. Built VoxelMEditor clean, then ran the suite headless: 16 succeeded, 0 failed, 0 not run. That also closes the thread OPSTACK-HANDOFF.md left open -- |
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302cf16681 |
fix(world): the voxel field is in ACTOR space -- make every entry point agree
The city's hole is not at world (0,0), so the AVoxelWorld actor has to move.
It couldn't: the plugin was only HALF actor-relative, and had been for a long
time without symptoms because the actor always sat at the origin.
Already correct: GetBiomeAtWorldLocation, GetVoxelSurfaceHeightAt,
UpdateDecorations, UpdateLandmarks, UpdateWater, UVoxelDensityVolume::Update,
the passage debug draw, the clipmap material.
Not correct: the streaming centre, the streaming anchors, all six carve/fill
entry points, GetStrateAtPosition, and UVoxelAtmosphereManager::UpdateForPlayer
-- whose own comment documented the assumption out loud ("actor at
origin/identity"). Carving would have landed offset; the strate lookup would
have been quietly wrong by the actor's Z.
The trap worth recording: because the content managers already convert
internally, converting PlayerLastPos once at the source would have DOUBLE-
converted four call sites. The fix has to be per-boundary. That was only
visible after reading each consumer -- the estimate before that read was wrong
in both directions.
WorldToLocalCm / WorldToLocalVoxel / LocalVoxelToWorld are now declared as the
only sanctioned boundary between Unreal coordinates and voxel coordinates, and
the real deliverable is the invariant next to them: no `/ VOXEL_SIZE` applied
to a parameter named `World*` outside those three functions. A grep can check
that. The risk was never a missed site among the ones found -- it is the next
one nobody notices.
Also adds a translation-only guard in BeginPlay. Tiles, ClassifyBox verdicts,
the clipmap window, culling and streaming distance all assume world-axis-
aligned boxes; a rotation or non-unit scale breaks that structurally rather
than gracefully, so it logs an Error naming what was set.
With the actor at the origin every conversion is identity, so this is a no-op
until the actor actually moves. Built and confirmed working.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
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f90c4e56c3 |
fix(generator): key CP cache by world owner
Function-static thread_local CP state previously trusted only chunk coordinates and each manager's locally-reused layout version, allowing a worker to carry params, biome context, CP_UseOpStack, and the built stack into another world. Allocate each generator a monotonic owner ID and add one uint64 comparison to the hot key. This intentionally fixes only the proved CP_* path; other TLS caches remain outside this change. |
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1e02c6314f |
diagnostics(opstack): separate disabled-slot bail causes
The old Not Op Stack counter fired before slot attribution, so interior disabled strates and boundary encounters produced the same number. Split the instrumentation into sole-slot, boundary-tile, unresolved-layout, and late-recheck counters while preserving every ClassifyTile condition, return point, and verdict. |
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8295f6e76b |
perf(opstack): retain six surface column regions
The single direct-indexed box discarded all 6,561 computed columns whenever spatial or column identity moved. Port the reference six-box LRU so interleaved regions keep five warm working sets, accepting the documented ~0.79 MiB TLS cost per worker to preserve the recommended and measurable A/B path. Also report disabled cave opt-ins at layout initialization; SurfaceWorld is excluded because its exact-lattice tile proof does not use that flag. |
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3ad2720d0a |
perf(opstack): direct-indexed column box (measured 14.7% miss); + T1.d bail attribution
BUILD RESULTS FIRST: 14/14 tests green, 0 violations. VerticalShafts box verdicts went 0 -> 30 of 60 (zero was the number for the project's whole life). TunnelNetwork production held at 11 proved / 14641 voxels, byte-identical -- that line was the isolated diagnostic for |
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eb317d9933 |
feat(stats): stat VoxelForge -- make tile skipping and the column memo observable
The plugin had ZERO stat counters, so every claim this refactor makes was harness-only: "skipped correctly" and "skipped nothing" render identically. CODEX-TASK-001 and -002, executed by Codex (gpt-5.6-luna xhigh), reviewed against the source. Eight DWORD counters in a new stat group: GenerateTileResult -- TilesClassified / SkippedAllSolid / SkippedAllAir / Meshed ClassifyTile bAnyCave exit -- TilesOpStackSolid / TilesOpStackAir FSurfaceColumnSource::GetColumn -- ColumnMemoHit / ColumnMemoMiss The op-stack counters are separate from the lumped skip counters on purpose: ClassifyTile also proves AllSolid on its hand-written bedrock-gap path with no strate opted in, so the lumped number cannot show a before/after. The op-stack pair is zero BY CONSTRUCTION until a strate ticks the flag. GetColumn is instrumented and deliberately NOT fixed -- the instrument and the fix in one build would make each other unreadable. Verified against UE_5.7 Stats.h rather than assumed (first stats use in this plugin, no in-repo precedent): all four macro arities, and INC_DWORD_STAT -> FThreadStats::AddMessage, so the worker-thread safety both sites need holds by mechanism. Not built -- Jahni builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e002bd4e2e |
feat(opstack): VerticalShafts' connector branch never tested a connector -- test the real capsules
Jahni's call: bank T1.d at 11/40 and take VerticalShafts rather than squeeze the Perlin sup. Right call -- a clearly-scoped defect with no hole-risk maths, on an archetype that was getting nothing. The defect is stated in its own comment. FShaftFieldSource::EffectOverBox ended with a "connectors" branch that never looks at a connector: it returns CarveOnly because a shaft EXISTS within Spacing*1.6 + Pad. At ShaftSpacing 55 and ShaftDensity 0.6 that box spans ~4x4 cells and ~10 shafts, so the condition is true essentially everywhere -- exactly the reported 0 proved of 60. Conservative, never wrong, completely sterile; the same shape as the worm's unconditional CarveOnly one archetype over. It now rebuilds the connectors the way GetCells does and tests the real capsule. Two things had to be right and both were read in the source rather than assumed: - The enumeration is a superset. Eval reads connectors from the 3x3 of ITS query's cell, so any pair visible from a point in the box has both shafts in the 3x3 of some cell the box touches, i.e. in [box cells] +- 1 -- the range swept here. Pairs no query ever sees may be produced: extra CarveOnly, never a hole. - The pair order matches, so the hash matches. VoxelHash::Pair is fed in insertion order and GetCells inserts over (dy, dx), row-major; this sweeps (cy, cx), and row-major order restricted to a sub-grid preserves the relative order of two cells. So the same pair gets the same hash WITHOUT assuming Pair() is symmetric -- which was never verified and now need not be. The capsule test splits the axes because a connector is HORIZONTAL at height Zc: Z is exact, XY is point-to-segment from the box centre minus the XY half diagonal. Tighter than the 3-D half-diagonal the tunnel version had to settle for. Also the same sampler trap, caught before the build this time: tile XY was drawn from +-48 voxels against ShaftSpacing 55 -- under one period of the pattern, identical in kind to the +-32-vs-80 bug that cost the tunnel test three runs. Widened to +-440, and the report prints its own extent in units of ShaftSpacing. The safety net was already there and is untouched: this test brute-forces the full lattice of every proved tile, both hypotheses, and AddErrors on the first violation. If the superset or hash-order argument is wrong, the assertion fails rather than a player falling through the floor. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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9733179723 |
feat(opstack): tunnels get a threshold test -- T1.d is measured at 6 of 40 tiles, 0 violations
THE PRIZE LANDED. At production defaults: 6 of 40 tiles proved AllSolid, 7986 voxels brute-forced, 0 violations. 15% of tiles skip GenerateMesh entirely, one BuildChunkCache traded against 30000+ density evaluations each, and not one verdict is asserted -- every voxel was re-evaluated and came back on the claimed side. The dense fixture still reports 0, exactly as the arithmetic said it must, so this is a measurement of production rather than of a widened test. The breakdown finally isolated the tunnels: of 34 unproved tiles, 32 were blocked by a tunnel and 21 by a room, so >=13 were tunnel-only. That is what justified the deferred disjunction, and why it was deferred rather than guessed. A primitive no longer matters if it misses its cull OR its own SDF stays >= T+K over the box. Each branch wins on a different class, by calculation: for rooms the cull (Rmax+3K) is tighter than the threshold (Rmax+T+K), so rooms keep the cull alone; for tunnels the cull is a capsule BOUNDING SPHERE, radius ~107 for a 200-long tube of radius 7, against a true segment distance. Order of magnitude. The bound is exact, not cautious. TaperedCapsule was read, not assumed -- Dist(P, ClosestOnSegment) - Lerp(Ra,Rb,t) -- so SDF >= dist(P,segment) - max(Ra,Rb); and dist(box,segment) >= dist(centre,segment) - half-diagonal by triangle inequality. VF_DistPointSegment is written locally rather than taken from FMath: five lines, and "I think that function does that" is not good enough under a correctness bound. Identity CHANGED MEANING, from "Sdf stays FLT_MAX" to "Sdf >= T" with T = max(3*SDFBlendRadius, WormNetworkRange). Sound only because all three consumers of the SDF channel were read one by one: FSdfConvertOp's Blend is MakeSdfCarve(P.SDFBlendRadius, ...) => K; the twelve modifiers gate at 3K; FWormFieldSource at WormNetworkRange. Plus the one that could have bitten -- FCaveTerraceMod re-probes the SDF at Z+-1, OUTSIDE the box, but its gate is line 13 and the probes are lines 28-29, so a gate false everywhere never emits one. ANY NEW CONSUMER OF THE Sdf CHANNEL MUST HAVE A THRESHOLD <= T OR JOIN THAT MAX, or it gets tiles with no geometry and no collision. Written at the site. Why -K suffices for any N: SmoothMin's penalty is exactly zero once |A-B| >= K, so the running minimum saturates at K below the smallest term and cannot descend further. Sdf >= min_i(SDF_i) - K for ANY number of primitives, not - N*K/6 -- without which the slack would scale with the ~88 tunnels and be worthless. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f537648867 |
fix(opstack): the worm inherits the room source's box verdict -- the actual blocker
First build of the spatial EffectOverBox came back green with 0 tiles proved of 40. The warning written for exactly that case fired, and then was not good enough: it offered two candidate causes and BOTH were wrong. The real one was a third operator neither candidate mentioned. FWormFieldSource answered CarveOnly unconditionally with a provably correct amplitude bound of WormStrength. But BaseDensity = 8 and WormStrength = 10 are the DEFAULTS -- the field's own comment requires the worm to exceed BaseDensity or it could never carve air. So SolidMargin = 8 - 10 < 0 on every tile of every strate with worms on, before the fold reached anything the room source proved. A numerically correct bound that is structurally always fatal. The fix was already written three lines up in the worm's own Eval: NetworkMask is 0 when CaveSDF >= WormNetworkRange, which FLT_MAX always satisfies. The worm IS spatially bounded -- by the room source's bound, exactly like the twelve detail modifiers -- so where the source proves Identity it does not execute at all. Thirteen inheritors instead of twelve. Verified FVoxelOpSample::Sdf really does initialise to FLT_MAX rather than assuming it; the inheritance inverts into a hole otherwise. Deliberately NOT VF_NoCaveOverBox: that helper answers "identity" for a null Rooms, correct for the twelve modifiers and wrong for an op a future assembly could place behind a different SDF writer. No room source means we do not know, which must cost CPU rather than a hole. And the instrument, because the guess is the thing that cost a build: a diagnostic that lists candidate causes without measuring them is still a guess wearing rigour. FVoxelOpStack::ClassifyBoxAttributed reports the index of the first op that kills each hypothesis -- same loop, same early-out, verdict identical to ClassifyBox, because a diagnostic that takes a different path than the thing it explains sends you hunting in the wrong place. IVoxelDensityOp::DebugName gives them names and touches no cache key, so it cannot change the world. Check 4 now always prints "AllSolid killed by: <op> xN", and the zero-proved warning says to read it instead of re-deriving. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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03ddcde334 |
feat(opstack): FRoomGraphSource::EffectOverBox answers spatially -- and AUDIT C2 is fixed
The chain no longer dies at the room source. The criterion is the per-voxel cull
lifted from point to box, which can fail for exactly one reason: Eval starts at
MinSDF = FLT_MAX and only lowers it through a primitive that survives its own
cull, so if no cached primitive survives its cull anywhere in the box, Sdf stays
FLT_MAX across the whole box.
FSdfConvertOp already returned Identity ("la source a repondu pour la paire") and
the twelve detail modifiers already inherited through VF_NoCaveOverBox. One
function learned to answer and fourteen operators became provable -- what the C1
wiring was built for.
Three deliberate choices, all erring toward CPU rather than toward a hole:
- |Perlin3D| <= 2, derived from GradDot + the convex hull of a trilinear lerp,
instead of the header's observed "~[-1,1]". A verdict resting on an observation
is the hole this file spends its life avoiding.
- the op pool is passed to BuildChunkCache, not nullptr: the bake reads OpParams
to place pits and chimneys, so nullptr would under-bound the cache and could
return Identity over a real pit.
- the search box is wider than Eval's, giving a superset of primitives.
The verdict is memoised per box (all twelve modifiers ask the same question), and
the cache is a SECOND per-worker cache so classification cannot disturb a live
generation's hot cache.
AUDIT C2, confirmed 2026-07-28, is fixed on the switch path in the same breath:
GetDensityWithParams now takes required ParamsFingerprint + LayoutVersion. The
alternative this audit section used to recommend -- add chunk Z to the key -- is
insufficient (Interleaved makes Alpha depend on chunk XY too) and destructive
(chunk XY is deliberately absent so gradient probes don't thrash the box, ARCH
8.10). The CRC is taken once per chunk where the params memo already lives, so
the per-voxel cost is two integer compares. The three test call sites pass it
too, so the oracle stops sharing the defect it tests.
Check 4 of the tunnel test no longer asserts "0 proved" -- that assertion would
now forbid the gain. It brute-forces every proved tile voxel by voxel instead and
reports the count, because a false verdict leaves no geometry and no collision
behind it.
The second debt (per-room ops can raise a modifier's amplitude above the strate
params a box bound reads) turned out to be DORMANT, not live: where the source
proves Identity the modifiers' gate never opens, and where it answers Both it
supplies no MaxCarveOverBox so nothing is provable anyway. It goes live the day
the source gains one. Written at the site.
Unbuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6a8390f11f |
feat(opstack): ClassifyTile consumes ClassifyBox for cave archetypes -- the T1.d prize, behind the same opt-in
⚠️ THIS IS THE ONE COMMIT OF THIS RUN WHOSE FAILURE MODE IS A HOLE, NOT A REGRESSION. A non-Mixed verdict makes the world skip GenerateMesh entirely: no triangles, no collision, invisible until a player falls through. Read VoxelForge.OpStack.ClassifyTileSoundness before trusting it. WHAT CHANGED ClassifyTile used to `return Mixed` without a call for every cave archetype ("archétype cave [...] pas prouvable en v1"). It now builds that strate's stack and folds ClassifyBox. SurfaceWorld and bedrock gaps keep their hand-written proofs untouched -- the exact-lattice column test is strictly better than any box bound, so the stack has nothing to add there. ONE DEFINITION OF THE STACK MAPPING, and that is the load-bearing part GetDensityAt's ~90-line build switch is extracted into VF_BuildOpStackForChunk and both callers now use it. A second copy would be the worst bug available here: a tile skipped on the verdict of a stack that is not the one producing its density is precisely a hole. A "keep these in sync" comment would not have been enough; there had to be only one. Params are passed in by pointer, never fetched inside, because both callers already have them. SIX GUARDS, ALL FAILING TO MIXED, none giving the benefit of the doubt 1. The strate must actually opt in -- on EVERY chunk coord the box touches, not just the one that triggered the attempt. Otherwise the classifier judges a field the mesher will not produce. 2. One cave slot per tile. Two slots means two param sets, and a stack answers only for its strate. 3. No mixed cave/surface/gap tile: the cave stack's box would cover Z belonging to another strate. 4. The params must be BIT-IDENTICAL across every chunk coord the box touches. This is the guard that matters, and it exists because of the finding committed earlier today: GetGenerationParams blends params inside a strate (Alpha depends on chunk Z for Gradient, and on chunk XY as well for Interleaved), so one stack genuinely cannot represent a tile that straddles a transition band. Memcmp on POD: differing padding can only produce a false MISMATCH, i.e. one Mixed too many. 5. A 27-chunk-coord cap, so a very wide tile does not pay for the check. We give up the gain, never the safety. 6. The disturbances are folded by hand (chasm ⇒ CarveOnly, bridge/ridge ⇒ FillOnly), because DECOMPOSITION 10.2 leaves them OUTSIDE the stack -- GetDensityAt applies them after the negate. A verdict that ignored them would be wrong exactly where they act. Same inequalities the SurfaceWorld branch already uses. The diff layer needs no new guard: ClassifyTile already returns Mixed for any tile with player mods in range, before any of this. TEST: VoxelForge.OpStack.ClassifyTileSoundness -- the same brute-force oracle as the existing ClassifyTileSoundness, on a world where every strate opted in. It does not check the fold (that is BoxVerdictFold) or the operators (those are the eight equivalence tests); it checks the WIRING. The number to read first is the count of tiles actually brute-forced: zero non-Mixed verdicts would mean the test proved nothing, so that case is an ERROR rather than a quiet pass. Its failure message lists the four suspects in the order worth checking. FIXTURE: FTestWorld::Build gains a bUseOperatorStack parameter (default false, so the thirteen existing tests still exercise the switch), and every test world now gets a PROCESS-UNIQUE LayoutVersion. That second change fixes a real cross-test hazard that was only ever hidden by an accident: PassagesVersion is per-instance and starts at 0, so two FTestWorlds both reported 1, and GetDensityAt's per-chunk caches are keyed on (ChunkCoord, LayoutVersion) -- one world could be served the previous world's params AND its CP_UseOpStack flag. Invisible while every world agreed the flag was false. The first world that ticks it removes that coincidence, in both directions. WHAT THIS BUYS TODAY: Maze, FlatPlain/CrystalChamber, VerticalShafts and FloatingIslands can now prove tiles in production, which is where the measured skipping (Maze 23/60, slabs 36-40/60) turns into frames. TunnelNetwork and Underwater still prove nothing: their chain dies at FRoomGraphSource, which answers Both with unknown amplitude. Making it answer spatially means building the SDF cache for the queried box -- now worth doing, since a skipped tile saves 30k+ density evaluations, and the amplitude fold plus the modifiers' Identity inheritance are already in place to receive it. That is the next piece. And nothing here changes Jahni's current world: no strate asset has bUseOperatorStack ticked, so every guard above is unreachable in his project until he ticks one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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10dbe64b06 |
feat(opstack C3): TunnelNetwork + Underwater in the ported list -- 8 of 8
UsesOperatorStackForChunk now returns true for both, so the archetype switch has a complete operator-stack twin: per-strate opt-in, every archetype equivalence-tested bit for bit against its original function. This changes nothing by itself. The flag still requires bUseOperatorStack ticked on a strate asset, which is Jahni's call and was deliberately NOT done. What HAS changed is that the flag is no longer a no-op anywhere: ticking it on any strate now really switches that strate onto the stack. Not done, and it is the next real prize: ClassifyTile still uses hand-written guards and does not consume ClassifyBox. That is where measured tile-skipping becomes frames. DOCS - CODEMAP 3.2d: ported list 6 of 8 -> 8 of 8; the BuildTunnelNetworkStack row rewritten (19 ops, one builder for two archetypes); six new rows for the detail modifiers, each carrying the thing a reader would otherwise have to rediscover -- roughness reads STRATE params, terrace re-queries the SDF, the cliff's comment disagrees with its code, columns have no strate parameter at all, and LocalParams() is the override whose EffectOverBox is too optimistic on a strate with an op pool. Also corrected the stale "never compare the two paths" line: C10 is closed and all eight equivalence tests compare bit for bit. - CODEMAP 3.3 UsesOperatorStackForChunk row: same list, plus the warning that the flag is now a real switch rather than a harmless tick. - OPSTACK-PLAN: status header and the Phase 2 order both updated; the three-stage TunnelNetwork breakdown and the calls-not-transcribes rule recorded there rather than only in the code. - OPSTACK-PROGRESS: the closing entry for this unattended run -- every commit in order, the five original-code findings ported as-is, the two decisions that are not reversible by taste, the ClassifyBox optimism C1 introduced and that must be fixed before ClassifyTile consumes it, what breaks first per group, and the likely compile-error spots. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ef5bda3d8a |
feat: TunnelNetwork stage A — the SDF spine, wrapping BuildChunkCache
The last archetype is ~1080 lines with 13 detail modifiers, a two-region cache and a per-room op override. Porting it whole before anything can be verified is ~600 unverified lines on top of ~200 — the pattern this refactor has dodged six times. So: three stages. Stage A = vertical scale, base rock, cave warp, room graph (+ pits and chimneys), carve, worms, structural post. 6 ops. It is verifiable NOW because every detail modifier is amplitude-gated and FStrateGenerationParams already defaults them all to zero — zeroing SurfaceRoughness sends the ORIGINAL down exactly the path stage A ported. TunnelNetwork stays OFF in UsesOperatorStackForChunk until stage C. The decision that matters: FRoomGraphSource CALLS BuildChunkCache and EvaluateSDFCached rather than transcribing them. That is where §8.4's two-region window-invariance discipline lives; a transcription would fork it, and the fork would be "validated" by a test comparing it to the original. Only the ~60 lines of glue are transcribed. FRAME ops are retired. All three candidates are now ported and none needed one: CaveWarp's scope is exactly one operator (pits/chimneys read unwarped coords), VerticalScale is a one-line pure function, and the island warp was already local. Not missing infrastructure — one idea seen three times from a distance. Also: check 3 was going to compare two interleaved param sets against the original, which would have FAILED — the original's SDF cache key has no params, so it serves B the rooms it built for A. Comparing there measures its bug, not the port. Rewritten against each stack evaluated alone. The same reasoning suggests a live production staleness across Gradient transitions; filed in AUDIT §C2 as SUSPECTED with the check that would confirm it, since it rests on a premise I have not verified. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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96e75abe57 |
feat: port FloatingIslands — the stack that runs backwards
6 of 8 archetypes ported. This one starts from VOID and FILLS where the other four start from ROCK and CARVE, which is what it was worth doing: neither end of the pile needed a new operator, only the opposite sign. FConstantRockSource -> FConstantFieldSource(+/-Base) AllSolid <-> AllAir FSdfCarveOp -> FSdfConvertOp(Sign = +/-1) carve <-> fill FSdfRoughnessMod 4th archetype, unchanged Only the island blob source is new. Multiplying by +/-1 is exact in IEEE-754, so the three already-green ports are bit-for-bit untouched. ClassifyBox can return AllAir for the first time in the plugin, and an island strate is by construction mostly empty — the test counts AllSolid and AllAir separately so an aggregate cannot hide whether that fired. Two bounds that would have been holes if assumed rather than derived: the island bound is one-sided (a hairline thread of matter hangs below each island down its axis, so only the TOP may reject), and the domain warp displaces X and Y independently, so the pad needs WarpAmp*sqrt(2). Also: AUDIT C1 was NOT closed. The 2026-07-27 sweep matched `SeedF * K` and this archetype's warp spells it `(float)S * K`, so one site survived — at seed 2e9 the warp flattens and every island snaps back to a perfect circle. Fixed in both paths in one pass so the equivalence test stays a valid oracle. Expect island silhouettes to change at large seeds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3acb3fbc6b |
feat: port VerticalShafts — three ops reused from Maze unchanged
The port that tests the thesis rather than the fidelity. Previous ports asked whether the decomposition reproduces the original; this one asks whether operators actually get reused across archetypes, which is section 2.5's claim and the only reason to do this refactor instead of tidying the switch. ConstantRock, SdfRoughness and SdfCarve are Maze's, reused without a line changed. In the switch, GetMazeDensity and GetVerticalShaftDensity are two ~100-line functions with nothing visibly in common; as operators they are the same three ops with a different source and different tuning (freq 0.1 vs 0.12, window rough+4 vs R+rough+2). New: FShaftFieldSource (infinite cylinders + hash-gated connectors into the SDF channel) and FShaftLedgeMod (banded shelves on the +X/+Y half so the shaft stays climbable). Deviation from section 6, stated: it suggested splitting the source so the XY-pure cylinder half could get an exact box verdict. Kept as one op because the connectors derive from the same 3x3 roll and the ledge mod needs the shaft list anyway, so splitting means rolling twice or sharing a cache between two ops. Forfeited: the exact verdict on the cylinder half. Kept: a conservative EffectOverBox testing circles and connector reach. FShaftLedgeMod gates on the POST-roughness Sdf as the stack left it; re-deriving it would use the pre-roughness value and shift every ledge. Reading the channel rather than recomputing is what the two-channel sample is for. Compile fix: FCells was declared below the functions returning it. Member bodies are deferred, return types are not. Ported: Maze, FlatPlain, CrystalChamber, SurfaceWorld (biomes included), VerticalShafts — 5 of 8. UNVERIFIED: not compiled past the FCells fix. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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921a9fb666 |
feat: height-space operator family — SurfaceWorld step 1, and C10 is solved
Maze and Slab now report BIT-IDENTICAL: FPSemantics = Precise, set for cross-platform play, dissolved the ULP residue. Hypothesis 3 had the right mechanism all along — under /fp:fast the compiler transforms by surrounding context with no isolable axis, which is exactly why five one-variable experiments all came back negative. Removing the permission removed the difference. Nobody solved C10; C9 got fixed for an unrelated reason and C10 fell out of it. SurfaceWorld step 1 forced an architectural decision. DECOMPOSITION section 5 notes the height ops operate on Z values rather than density, then lists them as children of FHeightfieldSource. Writing them made the consequence unavoidable: they do not fit IVoxelDensityOp. No input Z (they produce one), XY-pure per column rather than per voxel, and they write neither channel. Forcing them in would need a per-voxel channel for a column property, or one opaque op — section 2.5's failure mode. So height space gets its own contract: VoxelHeightOp.h (FVoxelHeightSample with Height + Relief, IVoxelHeightOp, FVoxelHeightStack) and five ops. Relief is the original's M — produced by the structural source, consumed by the terrace gate. Section 0.1 found density needed a second channel; this found terrain needs a second space. The type system now forbids for free what AUDIT 6.3 warns about: a height stack cannot hold Z-dependent data because there is no Z in the signature. Deliberately staged — this touches nothing on the density path. If height space had not decomposed cleanly, it shows up here for one test rather than after building the adapter, the column cache integration and the dispatch on top. The test runs twice; the second pass is load-bearing because the F20 terrain ops are off by default, so a defaults-only run leaves all four modifiers untested. It also brute-forces MaxDisplacement, since a false bound would later be a hole. ComputeSurfaceTerrainZ moved private -> public for the test, same justification as GetSlabDensity. Old declaration removed. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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644339def5 |
feat: Phase 2 first port — FlatPlain + CrystalChamber collapse into one op
Jahni closed OPSTACK-DECOMPOSITION 3.1: the slab noise Z term was not intentional character. Phase 1 also closed — the visual A/B on Maze passed. Two changes, deliberately together, kept attributable by the test: 1. Design: GetSlabDensity's floor and ceiling noise lose their Z terms. A floor height no longer depends on the altitude you sample it from. The ceiling keeps its + 3000.0f, which is a decorrelation offset, not a Z term. The world re-tunes once — a different slice of the noise field, not a worse one. 2. Refactor: the now-XY-pure function ports to FSlabVoidSource + FGridColumnMod plus the three structural ops. BuildSlabStack has NO branch on archetype because GetSlabDensity never had one — CrystalChamber is FlatPlain with a bigger CeilingRoughness. 8 archetypes -> 7. SlabEquivalence compares against the reference AS IT IS NOW and runs the whole battery on both slots, so green means the port is a pure refactor and any visual delta is attributable to the Z-term removal alone. The attribution comes from the test, not from splitting it across two builds. The payoff 3.1 was actually about: FSlabVoidSource::ClassifyBox is exact and needs no sampling. FBM is contractually [-1,1], so both surfaces live in Z bands with known bounds — a tile below the floor band is provably solid, a tile between the bands provably air. ClassifyTile proves zero tiles for these archetypes today. FGridColumnMod answers Identity when no column reaches the box, which is what lets the source's AllAir verdict survive the fold. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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974e795b66 |
fix: call PrepareChunk and guard the degenerate strate on the wired path
Read the step-3 wiring against the equivalence test before spending a build. The symbols all line up; the two PATHS did not. - GetDensityAt never called FVoxelOpStack::PrepareChunk, though the test does. All seven concrete bodies are empty today so behaviour is unchanged — which is the reason to fix it now: the first op to hoist real per-chunk work would have been green in test and silently wrong in game. Builds an FVoxelOpContext in the same refetch block (chunk, seed, layout version, strate Z bounds). Step stays 1; GetDensityAt does not know the mesher's sampling step (T2.b). - GetMazeDensity early-outs to air on a degenerate strate (height <= 0) and the stack has no such early-out by design. Unguarded that is air on one path and spine/seal-of-a-zero-height-band on the other, so the wired path now falls back to the switch there — the reference behaviour is the behaviour. Docs: VoxelDensityOpStack.h's banner still claimed nothing here feeds the game, and CODEMAP 3.2d repeated it. Both now state what is wired (GetDensityAt) and what is not (ClassifyTile, hand-written guards, Phase 2), with C10's never-compare rule at the point of use. CODEMAP gains UsesOperatorStackForChunk and bUseOperatorStack rows, and BuildMazeStack's degenerate-strate precondition. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8a33bcb42a |
docs: CODEMAP rows + progress entry for the Phase 1 Maze port
CODEMAP gains 3.2c (VoxelDensityPrimitives), 3.2d (the operator stack and its factories), FVoxelOpSample under 3.2b, and the two new tests under 3.12. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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831ee2fbf7 |
docs: Q3 tick the stale PENDING BUILD markers + CODEMAP rows for the new symbols
Q3: fable-idea F20 phases 1/2 and F18, REVIEW_FINDINGS perf pass 2 and batch 3, and ARCHITECTURE's biome full-param redesign were all still carrying "CODE-COMPLETE, PENDING BUILD" markers dated 07-04/-06/-08. Jahni confirmed on 2026-07-26 that everything is built and working (AUDIT-2026-07.md §0), so the documents were misreporting project state. Ticked with the date they were ticked, not just the date they were built. Deliberately NOT ticked: ARCHITECTURE's F6 master material graph. Its C++ half is built, but the material graph itself is editor-side work that is genuinely still open, and ticking it would recreate the problem this queue item fixes. CODEMAP discipline for this batch: new §3.2b (the VoxelDensityOp contract), new §3.12 (Private/Tests), the EVoxelTileClass move into §3.2, and FChunkBiomeCache::Invalidate under the biome types row. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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69fa73e07e | tmp | ||
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cb61c8b2e4 | potential perf regression | ||
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6875614002 | Fix Decoration Placement | ||
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e6cd852129 | Another pass | ||
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db558d9e14 | j | ||
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f030eec08a | Upload of all files, starting point |