Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC. Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
// Editor-only commandlets and offline explorers. This module is not linked by Game/Shipping.
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using UnrealBuildTool;
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public class VoxelForgeEditor : ModuleRules
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{
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public VoxelForgeEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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// The commandlet's PNG shading, metre conversions, and JSON fields are part of its
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// deterministic artifact contract, so keep the editor-side arithmetic on the same precise
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// floating-point model as the authoritative Runtime module.
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FPSemantics = FPSemanticsMode.Precise;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Json",
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"ImageWrapper",
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"RealtimeMeshComponent",
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"VoxelForge",
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"VoxelForgeCore",
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});
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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// DbgHelp is intentionally editor-only: the measured game/sampler process never links
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// or initializes it. VoxelForgeExplore uses it only in its post-exit symbolizer mode.
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PublicSystemLibraries.Add("Dbghelp.lib");
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}
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}
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}
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