Files
VoxelForge/Standalone/Core/core_sources.txt
T
Fr0zkaandClaude Opus 5.5 557f6aac30 standalone: VoxelForgeCore library -- the fast generator behind a clean C++20 API, output unchanged
- Standalone/Core: public header VoxelForgeCore.h (no Unreal types), static library target,
  ResolvedWorldSnapshot (from the schema-v1 JSON), World (compile, generateTile, density/sign,
  point/segment solid, classifyBox), host-supplied JobScheduler (the core starts no threads),
  sequenced, idempotent EditTransaction returning affected tiles per LOD.
- The viewer, benchmarks, edits and audits run on Core; StreamingWorld stays host code.
- Same as round 11: 11 hash rows at W1 and W8, routes 5642/5642, look/passage/far audits pass,
  bad-shell control fails, six fixed captures byte-identical; cold W8 1.025 s vs 1.041 s reference.
- SHARED_CPP_LIBRARY_PLAN.md rewritten for a UBT module compiling the same sources via shims.
Open issue before Unreal: Core's implementation still compiles the Compat stand-ins named like
Unreal types (TArray, FVector...); inside a UE binary that is an ODR clash. Must be namespaced.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-05 11:39:02 +02:00

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# One relative source path per translation unit. Build.ps1 consumes this manifest; a future UBT
# module should use the same list to generate one thin source include shim per row.
Core/src/VoxelForgeCore.cpp
Compat/UnrealPerlin.cpp
Compat/StandaloneDataAssetGlue.cpp
Source/VoxelForge/Private/VoxelBiomeDefinition.cpp
Source/VoxelForge/Private/VoxelCaveMorphology.cpp
Source/VoxelForge/Private/VoxelDensityAblation.cpp
Source/VoxelForge/Private/VoxelDensityOpStack.cpp
Source/VoxelForge/Private/VoxelDensityProfile.cpp
Source/VoxelForge/Private/VoxelDiffLayer.cpp
Source/VoxelForge/Private/VoxelGenerator.cpp
Source/VoxelForge/Private/VoxelHeightOpStack.cpp
Source/VoxelForge/Private/VoxelMarchingCubesMesher.cpp
Source/VoxelForge/Private/VoxelSettings.cpp
Source/VoxelForge/Private/VoxelStrateComposer.cpp
Source/VoxelForge/Private/VoxelStrateManager.cpp
Source/VoxelForge/Private/VoxelStrateMeasure.cpp
Source/VoxelForge/Private/VoxelTerrainOpDefinition.cpp
Source/VoxelForge/Private/VoxelWormField.cpp