Files
VoxelForge/Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs
T
Fr0zkaandClaude Opus 5.5 22a6b30494 wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells
with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked
collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC.
Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 09:53:04 +02:00

39 lines
1.1 KiB
C#

// Editor-only commandlets and offline explorers. This module is not linked by Game/Shipping.
using UnrealBuildTool;
public class VoxelForgeEditor : ModuleRules
{
public VoxelForgeEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// The commandlet's PNG shading, metre conversions, and JSON fields are part of its
// deterministic artifact contract, so keep the editor-side arithmetic on the same precise
// floating-point model as the authoritative Runtime module.
FPSemantics = FPSemanticsMode.Precise;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"Json",
"ImageWrapper",
"RealtimeMeshComponent",
"VoxelForge",
"VoxelForgeCore",
});
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// DbgHelp is intentionally editor-only: the measured game/sampler process never links
// or initializes it. VoxelForgeExplore uses it only in its post-exit symbolizer mode.
PublicSystemLibraries.Add("Dbghelp.lib");
}
}
}