481e7bbaeed515b3e11b9d2e27f2dbb8a740e0b6
A read-only Codex examination (no project background in the brief; it did read the root docs) with 22 code-level findings, kept verbatim, plus the orchestrator's verification notes: - #7 CONFIRMED: after VoxelGenerator.cpp:2968 moves CP_OpStack into the tunnel cache, a miss under the other tile-cache context skips the refetch (:2723-2725) and evaluates an EMPTY stack. The hit path makes the spawn column X=Y=0 reach this after an ordinary hit. Introduced by the tile-cache work; queued first in the next correctness round. - #3/#8 are real but narrower (multiplayer peers share seed and layout by design). - #19 is not a defect under C++20. The rest are to be verified individually before fixing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
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