3e4ee198fe
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
214 lines
12 KiB
Markdown
214 lines
12 KiB
Markdown
# OPSTACK — progress log
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> **APPEND ONLY. Never rewrite or reorder entries.** Write the entry for a piece of work *before*
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> starting it, so an abrupt session end still leaves an accurate marker.
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>
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> **Entry format:** date · what · believed-true · **UNVERIFIED** (everything not yet built by Jahni) ·
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> next single action.
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>
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> This file is how a fresh context resumes. Read the last entry first, then `OPSTACK-PLAN.md §9`.
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---
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## 2026-07-27 — branch created, design locked, nothing built
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**What:** Branch `experimental` created from `69fa73e tmp` and checked out. `main` untouched and is the
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known-good fallback world. Design finalised across `OPSTACK-PLAN.md` (incl. §2.5 op taxonomy and §2.6
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acceptance bar, both added after Jahni's objection that a naive "ops" reading would just be his old
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room-operations system). Kickoff prompt written to `OPSTACK-PROMPT.md`.
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**Believed true:** the plugin builds and runs correctly as of this commit — everything through F20
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phases 1+2 is built and working (confirmed by Jahni 2026-07-26; the "PENDING BUILD" markers still in
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`fable-idea.md` / `ARCHITECTURE.md` are stale and are queue item Q3). `bEnableDensityVolume` is already
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set to false. Lighting is deprecated for now. Live direction before this refactor was 3D density
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generation (overhangs, caves inside mountains).
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**UNVERIFIED:** nothing yet — no code has been written for this refactor.
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**Known open bugs, not yet fixed, documented in `AUDIT-2026-07.md §1`:** C1 large-seed noise collapse ·
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C2 three cache keys missing `LayoutVersion` · C3 `FMath::PerlinNoise2D` on the SDF hot path (dormant) ·
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C4 `GetPlayerPosition` zero-vector sentinel · C5 unbounded-join-on-shutdown · C6 diff-layer scaling.
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**Next single action:** Phase 0.5 — the three automation tests (density purity across worker threads,
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`ClassifyTile` vs brute force, `DiffLayer` under contention). Then the Phase 1 skeleton header only.
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Then STOP for a build. See `OPSTACK-PROMPT.md` → `WHAT TO DO`.
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---
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## 2026-07-27 — Q4 done: the design docs are in git
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**What:** `.gitignore` replaced the single `!CODEMAP.md` exception with `!*.md`, and committed
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`ARCHITECTURE.md`, `AUDIT-2026-07.md`, `CLAUDE.md`, `OPSTACK-PLAN.md`, `OPSTACK-PROGRESS.md`,
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`OPSTACK-PROMPT.md`, `REVIEW_FINDINGS.md`, `fable-idea.md` (commit `3128852`). `CODEMAP.md.bak` stays
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ignored (`.bak` doesn't match `*.md`).
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**Why first, out of queue order:** every `*.md` was ignored, so a `git commit` of this progress file
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would have silently recorded nothing. The whole unattended crash-safety discipline depends on this
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file being committable, so it had to lead.
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**Believed true / verified:** verified — `git ls-files "*.md"` now lists all nine.
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**UNVERIFIED:** nothing (no C++ touched).
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**Next single action:** Phase 0.5 tests + the Phase 1 skeleton header.
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---
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## 2026-07-27 — starting Phase 0.5 (tests) + Phase 1 skeleton header
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**Plan for this batch, written before doing it** (so an abrupt end leaves a marker):
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1. `Source/VoxelForge/Private/Tests/VoxelForgeDeterminismTest.cpp` — density purity, shuffled order,
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multi-threaded (`ParallelFor`), bit-equality.
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2. `Source/VoxelForge/Private/Tests/VoxelForgeClassifyTileTest.cpp` — `ClassifyTile` verdict vs a
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brute-force sweep of the exact mesher lattice.
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3. `Source/VoxelForge/Private/Tests/VoxelForgeDiffLayerTest.cpp` — N readers + 1 writer, monotonic
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version, no crash.
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4. `Public/VoxelDensityOp.h` — the Phase 1 contract. HEADER ONLY, nothing wired into `GetDensityAt`.
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**Known design constraint found while reading:** `ClassifyTile` and `GetDensityAt`'s per-chunk caches
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need a live `UVoxelStrateManager`, whose only entry point is
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`Initialize(UVoxelSettings*, int32)` reading `TSoftObjectPtr` pools. Tests therefore build transient
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`UVoxelStrateDefinition` objects and point soft pointers at them. **If that resolve turns out not to
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work headless, test 2 self-skips rather than failing** — noted here because a skip that looks like a
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pass is exactly the kind of thing that hides a bug.
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**UNVERIFIED:** everything below this line until Jahni builds. No test has ever been compiled in this
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plugin — `Private/Tests/` is a new directory and the module has never pulled in `AutomationTest.h`.
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**Next single action:** write the three test files.
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---
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## 2026-07-27 — batch A+B landed, BUILD GATE reached
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**Commits, oldest first:**
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| Commit | What | Risk |
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|---|---|---|
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| `3128852` | `.gitignore !*.md` + the eight design docs into git (Q4) | none |
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| `6eec796` | the three Phase 0.5 tests + `VoxelForgeTestFixture.h` | new files only |
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| `d41d34e` | `Public/VoxelDensityOp.h` + `EVoxelTileClass` moved to `VoxelTypes.h` | header-only |
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| `73f6b26` | **AUDIT C2 fix** — five caches now key on `GetLayoutVersion()` | ⚠️ the only commit that touches a hot path |
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| `b4d13e0` | regression test for C2 | new file only |
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**Believed true:** `73f6b26` is behaviour-neutral at a static layout — the layout version only
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moves on `Initialize`, so a running world sees the same keys it saw before, plus one `uint32`
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compare per chunk-change. It changes behaviour only after a `RebuildStrates` / editor live edit,
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which is the bug.
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**Design decision worth not re-litigating:** `ClassifyBox` in `VoxelDensityOp.h` is deliberately
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NOT source-only. `ApplyBoundarySeal` does `Max(D, SealFactor·BaseDensity)` inside its band — it
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*forces* solid regardless of input, and pure direction (`FillOnly`) cannot express that. Over a box
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sitting entirely in the top seal band the source says AllAir, `FillOnly` kills AllAir, both
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hypotheses die → Mixed, whereas `ClassifyTile` returns AllSolid there today. Not a hole, but a
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silent loss of exactly the trivial tiles T1.d exists to skip. So forcing ops reset the fold, and
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ops after them still apply. The full mapping from the fold to today's `ClassifyTile` is written out
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in the header.
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**Deliberately NOT done, and why:** AUDIT **C1** (unbounded `SeedF`) is a one-line fix at six
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sites, and `OPSTACK-PLAN §8` lists it first. I left it. It is dormant at small seeds, and applying
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it changes `SeedF` from `Seed` to `hash(Seed)&0x3FFF` — i.e. it re-rolls the whole world's noise
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even at today's seed, forcing a re-tune. Doing that in the same build Jahni is using to judge four
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other unverified changes costs him attribution for no present-day benefit. It should land on its
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own, deliberately, when he has an hour to re-tune. **It is still a real bug — do not lose it.**
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**UNVERIFIED — everything above.** None of it has been compiled. In particular the test fixture's
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`TSoftObjectPtr` → transient-object resolve has never run.
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**Next single action:** build-free queue. Q1 (`OPSTACK-DECOMPOSITION.md`), then Q2, then Q3.
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---
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## 2026-07-27 — build-free queue done. END OF UNATTENDED SESSION.
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**What (queue items, all zero-build-risk):**
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- **Q1 — `OPSTACK-DECOMPOSITION.md`** (commit `c188ee8`). All 8 archetypes read line by line and
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broken into source / combiners / modifiers / structural post, with every `FStrateGenerationParams`
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field traced to its destination op. Three findings that change sequencing are in its §0.
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- **Q2 — the param audit** is §9 of that same file. Every field is claimed except
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`WaterLevelRelative`, which is a render/water property misfiled in the density struct (and `Lerp`'d
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across strate boundaries, where a water plane arguably shouldn't be). Reported, not deleted.
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- **Q3 — stale markers ticked** (commit `831ee2f`): `fable-idea` F20 phases 1/2 + F18,
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`REVIEW_FINDINGS` perf pass 2 + batch 3, `ARCHITECTURE`'s biome full-param redesign. NOT ticked:
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`ARCHITECTURE`'s F6 master material graph — its C++ half is built but the graph is editor-side
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work that is genuinely still open.
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- **Q4 — `.gitignore`** (commit `3128852`, done first out of order because progress-log commits
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depended on it).
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- CODEMAP §3 rows for every new/moved symbol; `OPSTACK-PLAN` phase markers ticked.
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**The three findings, so they are not lost if only this file is read:**
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1. **The op contract probably needs an SDF channel as well as a density channel.** Rooms, pits and
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chimneys are `SmoothMin`'d in SDF space before a *single* carve, and three of the four SDF
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archetypes add roughness to the SDF, not to density. A single-channel `Eval` can only overwrite —
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which is also why cross-source `SmoothUnion` (*"a maze inside a mountain that looks like it
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belongs"*) is not expressible without it. **Decide before porting Maze**; it is far cheaper now
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than after four ports. Not applied — it is Jahni's call.
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2. **Worm tunnels are why TunnelNetwork can never skip a tile.** A fielded 3D-noise carve with no
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bounds forces `CarveOnly` everywhere, killing `AllSolid` for the most-used archetype. Its
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amplitude is trivially capped by `WormStrength`, so ~10 lines of scalar bound recovers deep-rock
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skipping. Suggests one numeric bound belongs in Phase 2, not Phase 3 as the plan has it.
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3. **Disturbances already carry lattice bounds `ClassifyTile` discards** (it only tests
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`ChasmDensity > 0` strate-wide). A win available to SurfaceWorld independently of everything else.
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**Believed true:** the working tree is a coherent, committed state. Nine commits on `experimental`,
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`main` untouched.
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**UNVERIFIED — the whole C++ batch.** Nothing has been compiled. Specifically at risk:
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`Private/Tests/` is a new directory, the module has never included `AutomationTest.h`, and the test
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fixture's `TSoftObjectPtr` → transient-`UVoxelStrateDefinition` resolve has never run.
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**Next single action: BUILD.** Then fix what the tests say, then answer
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`OPSTACK-DECOMPOSITION.md §11`, then port Maze. Do not write more plugin C++ before the build.
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---
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## 2026-07-27 — correction to the 3rd entry above
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The entry *"starting Phase 0.5"* says the `ClassifyTile` test **self-skips** if the fixture's
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`TSoftObjectPtr` resolve fails headless. That was the plan; it is **not** what was written. All four
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tests call `AddError(World.WhyInvalid())` and FAIL, with a message that says explicitly it is a
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fixture failure and not a density bug. Failing is the right behaviour — a skip that reads as a pass
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is exactly what hides bugs — but the earlier entry describes code that does not exist, so it is
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corrected here rather than edited (this log is append-only).
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---
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## 2026-07-27 — starting Phase 1: the Maze port, OFF the hot path
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**Jahni said continue and build later, delegating the open design calls. Two decided, with reasons:**
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**(1) `Eval` becomes two-channel** — `FVoxelOpSample { Density, Sdf }` — per
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`OPSTACK-DECOMPOSITION.md §0.1`. Maze itself forces the question: its roughness perturbs the **SDF**
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(`MazeSDF += noise·Rough`), not the density. Applied to density instead, the same noise scales with
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the local gradient and is a visibly different effect. Single-channel could not port Maze faithfully,
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never mind compose two sources with `SmoothMin` later. Cost: one float.
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**(2) The stack's density channel is INTERNAL convention (positive = SOLID), negated once by the
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caller.** This **reverses what `VoxelDensityOp.h` said yesterday** (it specified MC). Reason: every
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existing archetype body is written in internal convention and negates on `return`. Porting in MC
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would mean flipping the sign of every line at transcription time — on the plugin's documented #1
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source of confusion. Internal makes each port a literal transcription instead. `ApplyDisturbances`
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and the diff layer genuinely are MC-space, but they live in `GetDensityAt` *after* the archetype
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today and are NOT in this stack, so the question is deferred, not dodged.
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**The shape of this batch, and why it is not "unverified code on unverified code":** the ops, the
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stack and the Maze port are **all new files**, plus one mechanical extraction. **`GetDensityAt` and
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`ClassifyTile` are NOT touched** — nothing in the running game can change. The port is validated by
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a test that runs the op stack against `GetMazeDensity` over thousands of points and asserts
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bit-equality, so Phase 1's real question ("does the source/modifier split fall out naturally?") gets
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an empirical answer instead of an opinion. Wiring the stack into `GetDensityAt` waits for the build.
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**Files:** `Public/VoxelDensityPrimitives.h` (spine/seal/passage lifted out of `VoxelGenerator.cpp`
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so ops and the generator share ONE copy) · `Public/VoxelDensityOpStack.h` +
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`Private/VoxelDensityOpStack.cpp` · `Private/Tests/VoxelForgeOpStackMazeTest.cpp` ·
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edits to `VoxelDensityOp.h` and `VoxelGenerator.cpp` (include the primitives, delete the local copies).
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**UNVERIFIED:** all of it, plus everything from the previous batch.
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**Next single action:** write those files, then STOP.
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---
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