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VoxelForge/REVIEW_FINDINGS.md
Fr0zkaandClaude Opus 5 d717bc74ff feat(editor): walk a composed candidate in PIE + why rooms read angular
PART B -- the thing Jahni asked for: "any way to test those in game?"
A candidate existed only as measurements and PNGs. Now he can stand in one.

  Select the VoxelWorld actor in PIE -> Live Edit|Composer ->
  ComposerSeed / ComposerCandidateIndex / ComposerTargetStrateIndex /
  bComposerRollStructure -> click Apply Composer Candidate.

The button and the automation tests call the SAME roll wrapper, which was
the load-bearing requirement: a second roll path could drift, and then he
would be judging a different world than the contact sheet describes. A
determinism sample is logged on apply (seed, index, recipe, archetype,
metrics, epoch, eight-point density verdict) so drift is caught the day it
happens rather than in a month.

Hazards handled, since this is the first composer code to touch the live
runtime path: preflight materialisation before any live mutation, generation
and decoration tasks drained, PassagesVersion bumped to invalidate
thread_local caches, reuse of the existing RegenerateAllChunks / Epoch
invalidation rather than a new path, no Initialize() or GeneratePassages()
during apply (the re-entrancy trap), DiffLayer locks untouched, and custom
recipes conservatively force ClassifyTile to Mixed.

Scope is deliberate: a DENSITY-ONLY overlay. Layout height, authored
passages, content, water and biome metadata stay from the existing slot;
RebuildStrates() clears it. A full composed layout replacement needs a safe
rebuild path that does not exist yet.

Editor-only, verified: a Shipping build succeeds with the bridge excluded
(96/96 actions), so §3.1's "offline only, never on a player's machine"
still holds.

⚠️ UNVERIFIED BY DESIGN: a button cannot be tested headlessly and Codex was
told not to claim it works. Jahni presses it and confirms the visual plus
the "determinism=PASS" log line.

PART A -- why rooms read angular, measured not guessed. One of three room
shapes is VoxelSDF::RoundedBox:
  ShapeA = (.8 Rxy, .8 Rxy, .8 Rz)   ShapeR = .25 Rxy
so rounding is 31% of the horizontal half-extent but 78% of the vertical.
Corners are rounded; the broad planar FACES survive. SmoothMin (blend 4)
softens room/tunnel junctions not isolated corners; the cave warp bends
geometry but preserves flat regions; roughness is surface-scale only.
The name is accurate -- "rounded box" is not "blob".

NOT ACTED ON. Jahni corrected his own read: the angular archetype is Maze
(lattice source, rectilinear BY DESIGN and correct), and TunnelNetwork is
"alright-ish". Codex's recommendation is recorded for if he ever wants it:
~5-10% boxes, 10-20% capsules, rest ellipsoids, or a larger ShapeR.

Also closed REVIEW_FINDINGS EVoxelPassageType/Style as WONTFIX, enacting a
2026-08-16 judgement that recommended closure and was left open.

Build clean (Editor + Shipping), 25 succeeded / 0 failed, run by me.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
2026-09-04 22:03:01 +02:00

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# VoxelForge — Review Findings (2026-06-23)
Local-LLM cross-file QUALITY review (Qwen3.6-27B @128K, codemap-guardrailed) + Claude
verification. Scope: performance, redundancy, dead code, over-complexity (not correctness bugs).
**Verdict: codebase is healthy — no perf regressions.** Items below are improvements, by appetite.
> **Reconciled against `fable-idea.md` + the perf-pass history (2026-06-23).** The big density/
> streaming perf wins are already SHIPPED and are *not* listed here (T1.a surface cache, T1.b
> grid normals, T1.c LOD0 collision, CullTiles spiral fix, region foliage, passage shortlist).
> Everything below is **net-new** (redundancy / dead code / complexity — a different axis), except
> the two notes flagged inline. Before acting on a PERF item, glance at `fable-idea.md` Part I.
Legend: ✅ verified against code · ◻️ checklist box.
> **2026-07-04 full-codebase pass (Fable 5)** — applied everything marked `[x]` below, plus NEW items
> found reviewing the un-built two-grid deco + density-volume work:
> • **Deco launch stall fix** — a pending cell already in flight from a previous build was dropped,
> permanently stalling its region build (blank region until strate change). Now deferred + retried.
> • **Capture gating** — level-0 tiles outside the shadow window no longer pay the mesher capture
> (quantize + 32 KB queue payload) nor pollute `CaptureCache` (`IsTileCaptureUseful`, both ends).
> • **Per-tick material pushes change-detected** — `UpdateTerrainMaterialParams` (10 vectors + 3
> textures × every terrain MID) and the orb MPC writes now no-op on idle frames; static `FName`s.
> • **Landmark cave march bounded** — `FindLandmarkColumn` now honours `ColDepth` (same bedrock
> early-stop as the deco march); it ran the full strate band synchronously on the game thread.
> • **`UploadDirtyTextures` now calls `EnsureTextures`** — GPU upload toggled ON at runtime works.
> Deliberately NOT done: the big behavior-preserving splits below (un-built tree; compile risk).
> **2026-07-04 perf pass 2 (per-voxel hot path, Fable 5)** — ✅ BUILT & WORKING (ticked 2026-07-27). All
> bit-identical (same hashes/math, hoisted per chunk/cell):
> • **DiffLayer snapshot API** (`HasAnyMods`/`GetModsVersion`/`GetChunkModsSnapshot`/static
> `EvaluateMods` + `ModsVersion` atomic) — `GetDensityAt` snapshots a chunk's mods once per
> (chunk, version) via a `thread_local` 64-slot cache: ~27 lock ops per tile task instead of
> ~86k once any carve exists.
> • **Room shape pre-bake** — `FCachedRoom::ShapeType/ShapeA/ShapeB/ShapeR` baked in
> `BuildChunkCache`; **`EvaluateSDFCached` signature changed** (`RoomShapeVariety` removed,
> 8 call sites updated).
> • **Strate-index memo** in `GetDensityWithParams`, keyed (chunkZ, `GetLayoutVersion()`) —
> new inline getter on `UVoxelStrateManager`.
> • **Per-cell lattice bakes** (`thread_local`, keyed cell+seed+params): slab columns, maze open
> edges, vertical shafts + cross-connectors, floating-island constants, disturbance
> chasms/bridges/ridges.
> • **Worm N2 short-circuit** — skip the 2nd Perlin when N1 ≥ WormThreshold (lossless).
> **Regression fixed same day:** pass 1's skip-if-identical cache on the orb MPC writes broke the
> mini-sun lighting (MPC world instances reset behind the writer) — REVERTED, `LastOrbMPC`
> removed; never de-duplicate writes to externally resettable state. The MID-side change
> detection stays (MIDs own their values).
> **2026-07-04 batch 3 (Fable 5)** — Jahni green-lit multiple changes per build + visual deltas
> ("nothing is set in stone"). ✅ BUILT & WORKING together with pass 2 (ticked 2026-07-27):
> • **Terracing gradient Z-only** (6→2 SDF samples — see the ticked item above).
> • **Lerp X-macro** + **BakeRoomFeature dedupe** (both ticked above, bit-identical).
> • **T2.b LOD octave drop** — opt-in `UVoxelSettings::LODOctaveDrop` (default 0 = byte-identical);
> `VoxelGenLOD::OctaveBias` thread_local set per tile in `GenerateMesh`, per-voxel fractal sites
> wrapped in `VoxelGenLOD::Eff(N)`, XY-field noise deliberately excluded. ARCHITECTURE §8.10.
> • **T2.c tile component pool** — `TileComponentPool` + `Acquire/ReleaseTileComponent`; unload
> parks (RemoveSectionGroup strips geometry+collision, hidden, stays registered), apply pops.
> Bonus: `ApplyMeshToTile` reuses the existing `URealtimeMesh` (`GetRealtimeMeshAs`) — the old
> unconditional `InitializeRealtimeMesh` allocated + orphaned one mesh UObject PER APPLY.
> • **T2.d worker clamp** — `GetMaxConcurrentTasks()` caps the asset budget to logical cores − 2
> (the BackgroundNormal priority half had already shipped). **Tier 2 is now COMPLETE** —
> T2.a was already done (float SSE `VoxelNoise` core, §8.10).
> • **F2 determinism validator** — `AVoxelWorld::ValidateDeterminism` CallInEditor button:
> boundary points sampled under two cache-window alignments + a repeat pass; any non-zero
> delta = §8.4 regression. The tool that VERIFIES all the "bit-identical" claims above.
## Performance
- [x] ~~**`VoxelGenerator.cpp` (terrain-op gradient)** — compute once per voxel and reuse.~~
**RE-VERIFIED 2026-07-04: misdiagnosed.** The 6 `EvaluateSDFCached` calls in the terracing block are
six DISTINCT sample positions (±1 on each axis) for one central-difference gradient — computed once
per voxel already, gated to terrace-enabled rooms near surfaces. Nothing is redundantly re-evaluated.
*Optional lossy halving:* **APPLIED 2026-07-04 (Jahni approved visual deltas).** SDFs are
≈unit-gradient, so `Horizontality = clamp(|SDF(Z+1)−SDF(Z−1)|/2)` — the 4 X/Y samples are gone
(6→2 SDF evals per terrace-voxel); terraces fade slightly differently on SmoothMin'd slopes.
- [x] **`VoxelContentManager.cpp` (BuildCellSpawns)** — slope-gate cosines now precomputed per entry
(`CosMaxSlope`/`CosMinSlope` arrays), bit-identical gating. *(2026-07-04)*
- [x] **`VoxelContentManager.cpp` (LaunchDecoTasks)** — head-index drain + one `RemoveAt(0, Head)`
compaction (was O(N) per pop). Bonus fix: a pending cell still in flight from a previous build is now
DEFERRED, not dropped (dropping stalled its region build forever → permanently blank region). *(2026-07-04)*
- [x] **`VoxelStrateManager.cpp`** — linear `BoundRadius` stored on `FVoxelPassage`; shortlist no longer
Sqrt's per passage. *(2026-07-04)*
## Redundancy (factor out)
- [x] **`VoxelCaveMorphology.cpp`** — Pit/Chimney/Column baking loops → shared `BakeRoomFeature`
hash-placement skeleton (gate/XY/radius chain) + per-type Emit lambda. Bit-identical (same salts,
same hash order). *(2026-07-04, batch 3 — Jahni green-lit batching without intermediate builds)*
- [x] **`VoxelStrateTypes.h`** — `FStrateGenerationParams::Lerp` now expands the
`VF_STRATE_PARAM_FIELDS` X-macro (all 74 fields verified present — no drift had happened yet).
New struct fields MUST be added to that list. Bit-identical. *(2026-07-04, batch 3)*
- [x] **`VoxelWorld.cpp` brush methods** — Carve/Fill sphere now funnel through `ApplyModification`
like Box/Capsule already did (one diff-layer + remesh dispatch). *(2026-07-04)*
- [x] **`VoxelContentManager.cpp`** — duplicated drain/reset loops → `DrainDecoResults()` +
`ResetGridBuildState(FDecoGrid&)`. *(2026-07-04)*
- [x] **`EVoxelPassageType` vs `EVoxelPassageStyle`** — ✅ **CLOSED 2026-09-04 as WONTFIX**, enacting
the 2026-08-16 judgement below, which recommended closure and was then left open by oversight. No
code change; the two enums stay.
Two overlapping passage-shape enums, both in
active use (11 refs). Consider consolidating to one. *(judgment call, not dead)*
**JUDGED 2026-08-16 — LEAVE THEM. Recommendation: close this item rather than act on it.** They
read as duplicates from the index and are not: `EVoxelPassageType` (`VoxelStrateTypes.h` ~42) is
the **global inter-strate bore shape** the layout generator picks (`SlopedTunnel` / `VerticalShaft`
/ helix…); `EVoxelPassageStyle` (~1741) is **per-strate descent styling** on
`FStratePassageConfig` (`Straight` / `Worm` / `Spiral` / `Cascading`). Different owners, different
value sets, different lifetimes. And both are `UMETA`-tagged, i.e. **serialised into Jahni's
authored strate assets** — merging them silently rewrites saved content. That is a content-risk
change bought for cosmetic tidiness, which is the wrong trade at any time and especially before
the content lock.
## Dead code
- [x] **`UVoxelMarchingCubesMesher::GetDensity()`** — removed, along with `InterpolateEdge`,
`ComputeGradientNormal` and `GradientOffset` (all dead since T1.b). *(2026-07-04)*
- [x] **Vestigial `MidPoint`** — `MidPoint`/`bHasMidPoint` fields + the unreachable debug-draw branch
removed. *(2026-07-04)*
- [x] **Codemap-known dead/legacy** — `GetLODForChunk`, `LODToStep`, `IsChunkInRange`, `LOD0Distance`,
`LOD1Distance`, `ContentMaxLevel`, `VoxelChunk.h` (whole file — `FVoxelTileKey` is the identity now)
all removed 2026-07-04. `MaxLODLevel` / `DecorationActorRadiusChunks` were already replaced by the
two-grid deco redesign (`StreamTier` / `DecorationNearRadiusChunks`).
**CORRECTION: `GetStrateChunkZBounds` is NOT dead** — `BuildDesiredTiles` uses it for the
strate-aware vertical clamp; struck from the dead list.
## Over-complexity (behavior-preserving splits, optional)
> ⛔ **REASSESSED 2026-08-16 — do not pick these up as filler work.** They were written before the
> operator-stack refactor existed, and two of them are now actively counter-productive rather than
> merely optional. Read the reason before ticking anything here.
- [ ] ~~`GetDensityWithParams` (~600-1000 L)~~ → **DON'T.** ⛔ Two independent reasons. (1) The
operator stack is *replacing* this function archetype by archetype — splitting it produces code
that gets deleted, and churns the eight equivalence tests that compare the stack against it **bit
for bit**. (2) It is the hottest path in the plugin and carries the `ARCHITECTURE §8.10`
invariants (`thread_local` box-valid caches, two-pass MC loop, SSE noise). The one time a
"behaviour-preserving" change was made here it silently deleted the overhang and only 1 sample in
20 000 crossed the isosurface — *a perf change can be a correctness change*. Revisit only once the
`switch` path is retired for good.
- [ ] ~~`BuildChunkCache` (~450 L)~~ → **DON'T, same reason.** `FRoomGraphSource` deliberately
**calls** `BuildChunkCache`/`EvaluateSDFCached` instead of transcribing them, precisely so there is
one definition. Restructuring it now forks the thing that was kept unforked on purpose.
- [ ] `GenerateMesh` (~250 L) → `PrecalcDensityGrid`/`MarchCells`/`GenerateSkirts`.
⚠️ Still genuinely optional, but the two-pass loop is an `§8.10` invariant — a split must not
merge the passes, and the Z-outermost pre-sample order is load-bearing for every column cache
downstream (see the column-memo work of 2026-08-16). Low value, non-zero risk.
- [ ] `GetGenerationParams` (~180 L) → extract `ApplyBoundaryTransition(...)`. **The safest of the
six** — pure params math, no caches, and `AUDIT §C2` already forced a close reading of both
Gradient arms. If any of these is ever worth doing, it is this one.
- [ ] `GeneratePassages` (~150 L) → `ComputePlacement`/`BuildControlChain`/`ComputeBounds`
- [ ] `BuildCellSpawns` (~150 L) → `FindSurfaceCrossings`/`PlaceDecorationsAtCrossings`
---
*Full method notes + raw per-pass output: `E:\LocalLLM\reviews\QUALITY_VoxelForge.md` (+ `QUALITY_pass1/2/3`).*