8ef1a3b579ad65462d8948f2a944ddba8dd59e5e
VoxelForge.Correctness.TilePostReachProof (VoxelForgeTilePostReachTest.cpp) runs the real mesher twice in one process: at full reach it compares the skipped posts' FINAL field (356,946 comparisons, 0 differences), and at a deliberately shrunk reach it must find differences (774 found). Native/fused sample counts are identical (137,180). So a future tunnel or passage geometry change that breaks a reach proof (ce4d878,a668833) fails loudly instead of silently making holes. VoxelGenLOD::ResetTilePostReachDiagnostics resets every per-kind counter between the two runs, so the proof cannot pass vacuously. Test fixture fix: the strate connectivity test's density-sign/coarse-lie controls use boxes up to 256 voxels, which the DiffLayer budget added in8879045rejected. The fixture now uses an unlimited budget; the test measures the field, not the gameplay brush. The tunnel SDF/core merge was attempted and NOT shipped (Codex; reviewed by me): - The world-space core is load-bearing. WorldControlPoints keep the authored room-floor anchors and walkable tunnel routes before cave warp (8e42d6d, against warped floors becoming vertical breaks), andcf2b2admade the world chain authoritative for option B winding/ledge walkability. EvaluateTunnelCoreWorld also supplies the support/room-floor ownership the tail uses. - Replacing the world shape: player-fit 20,830 -> 19,684, walk 10,909 -> 9,934, components 261 -> 220. Raw world evaluation without floor handling also failed (20,348 / 10,713): a coordinate-frame / junction mismatch, not only floor projection. - The exact shared-segment variant was SLOWER than the committed tip: static worker +5.6%, moving +12.6%, LOD0 p95 +6% / +13%. - A 0.0001-0.01% world-chain blend that merely passed the gate was rejected as cosmetic. All merge source was reverted. This build is bit-identical to the committed tip (311CA42C, 75,482 triangles, capability 20,830 / 10,909); connectivity 6/6 + 16/16, passage open-space 14/14 and sealed proof 22/22 pass. Every launch was serialized. 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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