Files
VoxelForge/Standalone/Core/src/CoreNamespacePreamble.h
T
Fr0zkaandClaude Opus 5.5 aeeedaa73d standalone: VoxelForgeCore link-safe next to Unreal -- internals in vfcore::detail, symbol check
- The copied generator, mesher and Compat stand-ins compile inside vfcore::detail.
- CheckCoreSymbols.ps1 (run by Build.ps1) fails on any unqualified Unreal-style symbol in the
  library: 16,255 on 557f6aa, 0 now. A UE 5.7 CoreMinimal.h + VoxelForgeCore.h smoke compile passes.
- Output identical: 11 hash rows at W1/W8, routes 5642/5642, look/passage/far audits pass,
  bad-shell control fails, six captures byte-identical.
Cost, measured by me interleaved (8 workers, cold, 4 runs each, first run excluded): 0.963 s vs
0.937 s for 557f6aa, ~27 ms in shape compilation; same math, so codegen/inlining. To be found.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-05 15:20:29 +02:00

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C++

#pragma once
// Every standard or platform header used by the copied implementation must be included before
// its wrapper opens vfcore::detail. This prevents system declarations from being nested in the
// private namespace when the implementation includes its Unreal-shaped compatibility headers.
#include <algorithm>
#include <array>
#include <atomic>
#include <bit>
#include <cassert>
#include <cctype>
#include <charconv>
#include <chrono>
#include <cmath>
#include <condition_variable>
#include <cstdarg>
#include <cstddef>
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <filesystem>
#include <fstream>
#include <functional>
#include <immintrin.h>
#include <initializer_list>
#include <iomanip>
#include <iostream>
#include <limits>
#include <map>
#include <math.h>
#include <memory>
#include <memory_resource>
#include <mutex>
#include <new>
#include <numeric>
#include <optional>
#include <shared_mutex>
#include <span>
#include <sstream>
#include <stdexcept>
#include <string>
#include <string_view>
#include <thread>
#include <type_traits>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <variant>
#include <vector>
// VFJson is a small, stateless standalone input parser with no Unreal-shaped names. Keeping its
// value tree shared lets the viewer resolve its reference world and Core snapshot from one parse.
#include "Json.h"