6ee433efa5c824d78d5c08b4d54c86a5d3e1246d
The old criteria (travel distance) could not tell a working gate from a broken one: every run,
gate on or off, ended at (455.7, 0, -58.1). That spot is measured air ~1.2 m above a real floor
(density zero-crossing at world Z ~ -275.7 cm), so it is a terrain trap, not a fall-through.
The stress test now drops the pawn fast onto an unready support tile (0,0,-1) and samples the
density at the capsule feet every frame, sweeping at <= half a voxel between positions. PASS =
no measured clearance below -5 cm.
Owner config (radius 3, max level 6, distance 768, sheets off):
- gate on: 10/10 PASS, min clearance +120.5..+120.9 cm, one hold of 0.43-0.47 s each,
support submitted in ~0.7 ms, collision ready in 0.43-0.47 s
- gate off: 3/3 FAIL terrain_penetration, clearance -5.7..-8.1 cm
Edit-ghost, clipmap no-overlap sweep: pass. Test-harness code only; no production path changed.
This validates a49725d.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
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