3ad2720d0aba1e4d21af81c8e8e68e276b12704d
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 forcab8e8f, so its stillness proves Jahni's room/tunnel Min <= Max are correctly ordered. All eight equivalence tests bit-identical, which TESTS the "bounds only, cannot reach density" claim made on7dbdf51/eaa44bf/cab8e8frather than asserting it. PART A -- the column memo thrash is confirmed quantitatively. Measured 14.74% miss rate against a prediction of 14.0% if thrashing and 1.4% if not; and 8,300 recomputes per tile against a healthy 1,225 (6.8x) from an independent statistic. Replaced the 4096-slot direct-mapped hashed table with the direct-indexed box scheme GSurfColCache has always used: no hash, no collisions, every column computed exactly once. ParamsFingerprint is retained in the box key -- its absence was the shipped bug that silently deleted the overhang, and GSurfColCache's own omission of it was deliberately not copied. PART B -- T1.d never fires in game: the two op-stack counters never appeared, and since every displayed row has Min 1.00 rather than 0.00, rows only render when a counter fires. The cave branch has 13 return-Mixed paths; guessing which is the mistake this project keeps paying for. Six attribution counters now name the bail category outright. Only edits there are brace-expansions so a counter fits before each existing return -- every condition and returned value is byte-identical. Open falsifiable hypothesis: Tiles Meshed averages 2.13/frame, plausibly the reason LOD rings update slowly. If misses drop ~10x and LODs speed up, the memo was the ceiling; if not, they are separate problems, cleanly separated. Not built -- Jahni builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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