The bisect settled it. The difference survives every stage removal down to
"corridors + carve ONLY", which is character-for-character transcribed code, so
it is not in anything the decomposition added.
Cause, read out of the engine rather than assumed (VCToolChain.cs):
case FPSemanticsMode.Default: // Default is imprecise FP semantics.
case FPSemanticsMode.Imprecise: Arguments.Add("/fp:fast"); break;
with UBT's own doc: "the compiler is allowed to transform math expressions in
ways that might result in differently rounded results". Identical source in two
translation units may reassociate differently, worth ~1 ULP. It shows up on
exactly the ~2% of samples inside the SDF blend shell, where Blend - Sdf
catastrophically cancels; outside it Carve is exactly 0 or 1 and both agree.
So MazeEquivalence now grades what it can actually assert:
- hard fail : any isosurface crossing (geometry moves)
- info : differences at ULP scale (the unavoidable floor)
- warn : anything larger, which IS port drift, and runs the bisect
A test that warns on every port would get ignored by the port that matters.
Recorded in OPSTACK-PLAN 2.6, and as AUDIT C9 for the part that outlives this
refactor: ARCHITECTURE 9.1's "every peer regenerates identically" holds only
between bit-identical binaries under /fp:fast. Fine for one build on one
platform; a real desync source for a Linux server plus Windows clients both
regenerating authoritative geometry. The FPSemantics::Precise knob exists but
must not be turned speculatively -- it blocks the vectorisation T2.a was chasing,
on the hot loop, for an unmeasured cost.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
24 KiB
OPSTACK — progress log
APPEND ONLY. Never rewrite or reorder entries. Write the entry for a piece of work before starting it, so an abrupt session end still leaves an accurate marker.
Entry format: date · what · believed-true · UNVERIFIED (everything not yet built by Jahni) · next single action.
This file is how a fresh context resumes. Read the last entry first, then
OPSTACK-PLAN.md §9.
2026-07-27 — branch created, design locked, nothing built
What: Branch experimental created from 69fa73e tmp and checked out. main untouched and is the
known-good fallback world. Design finalised across OPSTACK-PLAN.md (incl. §2.5 op taxonomy and §2.6
acceptance bar, both added after Jahni's objection that a naive "ops" reading would just be his old
room-operations system). Kickoff prompt written to OPSTACK-PROMPT.md.
Believed true: the plugin builds and runs correctly as of this commit — everything through F20
phases 1+2 is built and working (confirmed by Jahni 2026-07-26; the "PENDING BUILD" markers still in
fable-idea.md / ARCHITECTURE.md are stale and are queue item Q3). bEnableDensityVolume is already
set to false. Lighting is deprecated for now. Live direction before this refactor was 3D density
generation (overhangs, caves inside mountains).
UNVERIFIED: nothing yet — no code has been written for this refactor.
Known open bugs, not yet fixed, documented in AUDIT-2026-07.md §1: C1 large-seed noise collapse ·
C2 three cache keys missing LayoutVersion · C3 FMath::PerlinNoise2D on the SDF hot path (dormant) ·
C4 GetPlayerPosition zero-vector sentinel · C5 unbounded-join-on-shutdown · C6 diff-layer scaling.
Next single action: Phase 0.5 — the three automation tests (density purity across worker threads,
ClassifyTile vs brute force, DiffLayer under contention). Then the Phase 1 skeleton header only.
Then STOP for a build. See OPSTACK-PROMPT.md → WHAT TO DO.
2026-07-27 — Q4 done: the design docs are in git
What: .gitignore replaced the single !CODEMAP.md exception with !*.md, and committed
ARCHITECTURE.md, AUDIT-2026-07.md, CLAUDE.md, OPSTACK-PLAN.md, OPSTACK-PROGRESS.md,
OPSTACK-PROMPT.md, REVIEW_FINDINGS.md, fable-idea.md (commit 3128852). CODEMAP.md.bak stays
ignored (.bak doesn't match *.md).
Why first, out of queue order: every *.md was ignored, so a git commit of this progress file
would have silently recorded nothing. The whole unattended crash-safety discipline depends on this
file being committable, so it had to lead.
Believed true / verified: verified — git ls-files "*.md" now lists all nine.
UNVERIFIED: nothing (no C++ touched).
Next single action: Phase 0.5 tests + the Phase 1 skeleton header.
2026-07-27 — starting Phase 0.5 (tests) + Phase 1 skeleton header
Plan for this batch, written before doing it (so an abrupt end leaves a marker):
Source/VoxelForge/Private/Tests/VoxelForgeDeterminismTest.cpp— density purity, shuffled order, multi-threaded (ParallelFor), bit-equality.Source/VoxelForge/Private/Tests/VoxelForgeClassifyTileTest.cpp—ClassifyTileverdict vs a brute-force sweep of the exact mesher lattice.Source/VoxelForge/Private/Tests/VoxelForgeDiffLayerTest.cpp— N readers + 1 writer, monotonic version, no crash.Public/VoxelDensityOp.h— the Phase 1 contract. HEADER ONLY, nothing wired intoGetDensityAt.
Known design constraint found while reading: ClassifyTile and GetDensityAt's per-chunk caches
need a live UVoxelStrateManager, whose only entry point is
Initialize(UVoxelSettings*, int32) reading TSoftObjectPtr pools. Tests therefore build transient
UVoxelStrateDefinition objects and point soft pointers at them. If that resolve turns out not to
work headless, test 2 self-skips rather than failing — noted here because a skip that looks like a
pass is exactly the kind of thing that hides a bug.
UNVERIFIED: everything below this line until Jahni builds. No test has ever been compiled in this
plugin — Private/Tests/ is a new directory and the module has never pulled in AutomationTest.h.
Next single action: write the three test files.
2026-07-27 — batch A+B landed, BUILD GATE reached
Commits, oldest first:
| Commit | What | Risk |
|---|---|---|
3128852 |
.gitignore !*.md + the eight design docs into git (Q4) |
none |
6eec796 |
the three Phase 0.5 tests + VoxelForgeTestFixture.h |
new files only |
d41d34e |
Public/VoxelDensityOp.h + EVoxelTileClass moved to VoxelTypes.h |
header-only |
73f6b26 |
AUDIT C2 fix — five caches now key on GetLayoutVersion() |
⚠️ the only commit that touches a hot path |
b4d13e0 |
regression test for C2 | new file only |
Believed true: 73f6b26 is behaviour-neutral at a static layout — the layout version only
moves on Initialize, so a running world sees the same keys it saw before, plus one uint32
compare per chunk-change. It changes behaviour only after a RebuildStrates / editor live edit,
which is the bug.
Design decision worth not re-litigating: ClassifyBox in VoxelDensityOp.h is deliberately
NOT source-only. ApplyBoundarySeal does Max(D, SealFactor·BaseDensity) inside its band — it
forces solid regardless of input, and pure direction (FillOnly) cannot express that. Over a box
sitting entirely in the top seal band the source says AllAir, FillOnly kills AllAir, both
hypotheses die → Mixed, whereas ClassifyTile returns AllSolid there today. Not a hole, but a
silent loss of exactly the trivial tiles T1.d exists to skip. So forcing ops reset the fold, and
ops after them still apply. The full mapping from the fold to today's ClassifyTile is written out
in the header.
Deliberately NOT done, and why: AUDIT C1 (unbounded SeedF) is a one-line fix at six
sites, and OPSTACK-PLAN §8 lists it first. I left it. It is dormant at small seeds, and applying
it changes SeedF from Seed to hash(Seed)&0x3FFF — i.e. it re-rolls the whole world's noise
even at today's seed, forcing a re-tune. Doing that in the same build Jahni is using to judge four
other unverified changes costs him attribution for no present-day benefit. It should land on its
own, deliberately, when he has an hour to re-tune. It is still a real bug — do not lose it.
UNVERIFIED — everything above. None of it has been compiled. In particular the test fixture's
TSoftObjectPtr → transient-object resolve has never run.
Next single action: build-free queue. Q1 (OPSTACK-DECOMPOSITION.md), then Q2, then Q3.
2026-07-27 — build-free queue done. END OF UNATTENDED SESSION.
What (queue items, all zero-build-risk):
- Q1 —
OPSTACK-DECOMPOSITION.md(commitc188ee8). All 8 archetypes read line by line and broken into source / combiners / modifiers / structural post, with everyFStrateGenerationParamsfield traced to its destination op. Three findings that change sequencing are in its §0. - Q2 — the param audit is §9 of that same file. Every field is claimed except
WaterLevelRelative, which is a render/water property misfiled in the density struct (andLerp'd across strate boundaries, where a water plane arguably shouldn't be). Reported, not deleted. - Q3 — stale markers ticked (commit
831ee2f):fable-ideaF20 phases 1/2 + F18,REVIEW_FINDINGSperf pass 2 + batch 3,ARCHITECTURE's biome full-param redesign. NOT ticked:ARCHITECTURE's F6 master material graph — its C++ half is built but the graph is editor-side work that is genuinely still open. - Q4 —
.gitignore(commit3128852, done first out of order because progress-log commits depended on it). - CODEMAP §3 rows for every new/moved symbol;
OPSTACK-PLANphase markers ticked.
The three findings, so they are not lost if only this file is read:
- The op contract probably needs an SDF channel as well as a density channel. Rooms, pits and
chimneys are
SmoothMin'd in SDF space before a single carve, and three of the four SDF archetypes add roughness to the SDF, not to density. A single-channelEvalcan only overwrite — which is also why cross-sourceSmoothUnion("a maze inside a mountain that looks like it belongs") is not expressible without it. Decide before porting Maze; it is far cheaper now than after four ports. Not applied — it is Jahni's call. - Worm tunnels are why TunnelNetwork can never skip a tile. A fielded 3D-noise carve with no
bounds forces
CarveOnlyeverywhere, killingAllSolidfor the most-used archetype. Its amplitude is trivially capped byWormStrength, so ~10 lines of scalar bound recovers deep-rock skipping. Suggests one numeric bound belongs in Phase 2, not Phase 3 as the plan has it. - Disturbances already carry lattice bounds
ClassifyTilediscards (it only testsChasmDensity > 0strate-wide). A win available to SurfaceWorld independently of everything else.
Believed true: the working tree is a coherent, committed state. Nine commits on experimental,
main untouched.
UNVERIFIED — the whole C++ batch. Nothing has been compiled. Specifically at risk:
Private/Tests/ is a new directory, the module has never included AutomationTest.h, and the test
fixture's TSoftObjectPtr → transient-UVoxelStrateDefinition resolve has never run.
Next single action: BUILD. Then fix what the tests say, then answer
OPSTACK-DECOMPOSITION.md §11, then port Maze. Do not write more plugin C++ before the build.
2026-07-27 — correction to the 3rd entry above
The entry "starting Phase 0.5" says the ClassifyTile test self-skips if the fixture's
TSoftObjectPtr resolve fails headless. That was the plan; it is not what was written. All four
tests call AddError(World.WhyInvalid()) and FAIL, with a message that says explicitly it is a
fixture failure and not a density bug. Failing is the right behaviour — a skip that reads as a pass
is exactly what hides bugs — but the earlier entry describes code that does not exist, so it is
corrected here rather than edited (this log is append-only).
2026-07-27 — starting Phase 1: the Maze port, OFF the hot path
Jahni said continue and build later, delegating the open design calls. Two decided, with reasons:
(1) Eval becomes two-channel — FVoxelOpSample { Density, Sdf } — per
OPSTACK-DECOMPOSITION.md §0.1. Maze itself forces the question: its roughness perturbs the SDF
(MazeSDF += noise·Rough), not the density. Applied to density instead, the same noise scales with
the local gradient and is a visibly different effect. Single-channel could not port Maze faithfully,
never mind compose two sources with SmoothMin later. Cost: one float.
(2) The stack's density channel is INTERNAL convention (positive = SOLID), negated once by the
caller. This reverses what VoxelDensityOp.h said yesterday (it specified MC). Reason: every
existing archetype body is written in internal convention and negates on return. Porting in MC
would mean flipping the sign of every line at transcription time — on the plugin's documented #1
source of confusion. Internal makes each port a literal transcription instead. ApplyDisturbances
and the diff layer genuinely are MC-space, but they live in GetDensityAt after the archetype
today and are NOT in this stack, so the question is deferred, not dodged.
The shape of this batch, and why it is not "unverified code on unverified code": the ops, the
stack and the Maze port are all new files, plus one mechanical extraction. GetDensityAt and
ClassifyTile are NOT touched — nothing in the running game can change. The port is validated by
a test that runs the op stack against GetMazeDensity over thousands of points and asserts
bit-equality, so Phase 1's real question ("does the source/modifier split fall out naturally?") gets
an empirical answer instead of an opinion. Wiring the stack into GetDensityAt waits for the build.
Files: Public/VoxelDensityPrimitives.h (spine/seal/passage lifted out of VoxelGenerator.cpp
so ops and the generator share ONE copy) · Public/VoxelDensityOpStack.h +
Private/VoxelDensityOpStack.cpp · Private/Tests/VoxelForgeOpStackMazeTest.cpp ·
edits to VoxelDensityOp.h and VoxelGenerator.cpp (include the primitives, delete the local copies).
UNVERIFIED: all of it, plus everything from the previous batch.
Next single action: write those files, then STOP.
2026-07-27 — Phase 1 done (written, not built). Maze DOES decompose.
The Phase 1 question is answered. OPSTACK-PLAN §4's stop-trigger asked whether the
source/modifier split falls out naturally from the existing code. It does — Maze becomes seven ops
with no contortion, and three of them are already shared with other archetypes:
FConstantRockSource ← also TunnelNetwork's and VerticalShafts' first line
FLatticeCorridorSource ← Maze only (role 1: what makes a maze a maze)
FSdfRoughnessMod ← also VerticalShafts, FloatingIslands
FSdfCarveOp ← the same six lines currently copied in three archetypes
FOriginSpineOp ─┐
FBoundarySealOp ├─ identical in all six density functions
FPassageCarveOp ┘
No revert, no stop-trigger. Commit 4c53d3b.
What is deliberately NOT wired: GetDensityAt and ClassifyTile are untouched, so nothing in a
running world can change. OPSTACK-PLAN §4 Phase 1 step 3 ("GetDensityAt gains one branch") is
held back until the build is green — wiring an uncompiled stack into the hot path would be
exactly the stacked-unverified-work pattern AUDIT §P3 documents. The port is validated instead by
VoxelForge.OpStack.MazeEquivalence.
Two contract decisions taken (Jahni delegated them): two-channel Eval, and INTERNAL sign
convention inside the stack. Both are argued in the previous entry and in the commit message. The
second reverses what VoxelDensityOp.h said on 2026-07-26 — if a later context finds MC-in-stack
written anywhere, that text is stale.
One pre-existing hairline bug found and NOT silently patched: at the inner edge of a seal band,
1 - Dist/Thickness can round to exactly 0.0f, so SealFactor·BaseDensity is 0, internal density
lands on 0, and the mesher's D >= IsoLevel counts that point as AIR. Today's ClassifyTile
excludes those z from column testing and can therefore emit AllSolid over them. It needs the
archetype to produce air at exactly that z, so the window is hairline — but a false AllSolid is a
hole. The new seal op keeps a 1-voxel safety margin before it forces. The old path is untouched;
VoxelForge.Determinism.ClassifyTileSoundness would catch it if it ever fires.
UNVERIFIED: everything, still. Nothing has been compiled.
Next single action: BUILD. Then, in order: fix what the tests report → read
MazeEquivalence's two numbers (how many samples differ, and how many tiles the stack can prove
uniform) → only then wire the stack into GetDensityAt behind a per-strate opt-in.
2026-07-27 — FIRST GREEN BUILD. Six tests ran. Five passed.
The plugin compiles and the tests execute. Results
(VoxelM/Saved/Automation/Automation2026.07.27-02.36.57.csv):
| Test | Result | What it means |
|---|---|---|
ClassifyTileSoundness |
✅ | 600 tiles: 471 Mixed, 76 AllSolid, 53 AllAir. 24 brute-forced against the exact mesher lattice, zero holes. T1.d's soundness is machine-checked for the first time. |
DensityPurity |
✅ | 10k points, shuffled order, multi-threaded, with and without carves — bit-identical throughout. No cache-key bug of the AUDIT C2 family survives in the density path. |
LiveEditInvalidation |
✅ | 64/64 probes moved after a live edit. The C2 fix works. |
BoxVerdictFold |
✅ | The op-stack fold's logic, case by case. |
MazeEquivalence |
✅ (with warning) | see below |
DiffLayerContention |
❌ | my test was wrong, not the plugin — see below |
The two numbers that mattered
454 of 20000 Maze samples differ, largest |delta| 1.907e-06, and ZERO land on the opposite side
of the isosurface. 1.907e-06 is exactly one ULP at a float of magnitude 16 — i.e. the ports are
geometrically identical: not one triangle would move. §2.6 accepts this. Leading hypothesis for
the residue, now fixed and awaiting a re-run: the original routes the noise coordinates through an
FVector (double in UE5) before casting back to float, so it rounds float→double→float, while the
op passed floats straight through. Under /fp:fast those round in different places. The op now
reproduces the detour deliberately, with a comment saying not to "simplify" it. If the next run
still shows drift, the next candidate is FMA contraction differing across translation units.
23 of 60 Maze tiles proved uniform. Today's ClassifyTile proves zero for Maze — every cave
archetype falls through to "pas prouvable en v1". That is ~38% of tiles becoming skippable for an
archetype that has never skipped one, and it is the first hard evidence for the perf half of the
whole refactor.
The failure was mine
Expected 'every carve was recorded' to be 400, but it was 3200. GetTotalModificationCount() sums
stored entries, not operations — a stroke is filed under every chunk its AABB overlaps, and 400
radius-6 spheres straddling chunk corners store 8 entries each. The concurrency the test actually
exists to check all passed: 7 reader threads, 28.7 million read rounds against 760 writes and 6
Clear()s, no crash, monotonic version, clean state afterwards. Assertion rewritten to compare
the stored count against the fan-out ApplyModification itself reported, which is a stronger check.
Worth noting for AUDIT C6: that getter is the right metric for the diff-layer scaling wall (stored entries are what grow without bound) and the wrong name for it.
UNVERIFIED: the three fixes in this entry (the diff-layer assertion, the FVector rounding
detour, and the FVoxelOpStack move-only/dllexport fix that made the build pass) have not been
re-run.
Next single action: rebuild, re-run, and check whether MazeEquivalence now reports 0 differing
samples. Then wire the stack into GetDensityAt behind a per-strate opt-in — Phase 1 step 3, which
was deliberately held back until the build went green. It now has.
2026-07-27 (afternoon) — ALL SIX TESTS GREEN. One hypothesis killed.
Run at 12:02 today (in Saved/Logs/VoxelM.log; the CSV export was taken later).
| Test | Result |
|---|---|
ClassifyTileSoundness |
✅ |
DensityPurity |
✅ |
DiffLayerContention |
✅ now passes — the assertion fix was right; 33.3M read rounds |
LiveEditInvalidation |
✅ 64/64 probes moved |
BoxVerdictFold |
✅ |
MazeEquivalence |
✅ (same warning) |
Phase 0.5's gate is met. All three original tests plus the two op-stack ones are green on the current code, so the op stack is no longer being built on unverified ground.
The FVector rounding hypothesis was WRONG — and the way it was wrong is informative
The previous entry predicted the fix would take MazeEquivalence from 454 differing samples to 0.
The re-run returned exactly 454 samples, exactly 1.90734863e-06, at exactly (-23, 55, -660) —
bit-for-bit the same result. The float → double → float detour is a no-op, which is what
/fp:precise semantics say it should be. Hypothesis eliminated cleanly; the detour is harmless and
stays (it costs nothing and documents the original's shape), but it is not the cause.
Stopped guessing, added a bisect to MazeEquivalence: it re-runs the comparison four times,
disabling roughness → seal → spine → passages, on both sides, and reports which stage's removal
makes it bit-exact. One run now answers a question two guesses failed to.
Standing hypothesis, to be confirmed or killed by that bisect: the residue is compiler
float-contraction across translation units (/fp:fast lets the same expression reassociate
differently in VoxelGenerator.cpp and VoxelDensityOpStack.cpp), worth ~1 ULP. It fits the
~2% hit rate: only voxels inside the narrow SDF blend shell have an unsaturated carve factor —
everywhere else Carve is exactly 0 or exactly 1 and both paths agree bit for bit. If that is
confirmed, bit-identity is not achievable in principle for these ports, and the standard for
every later archetype becomes "zero isosurface crossings", not "zero differing floats". That is a
conclusion worth having explicitly rather than re-deriving per port.
UNVERIFIED: the bisect itself.
Next single action: re-run MazeEquivalence and read the bisect table. Then Phase 1 step 3 —
wire the stack into GetDensityAt behind a per-strate opt-in.
2026-07-27 (afternoon) — the residue is the COMPILER. Measured, not guessed.
Bisect result:
roughness off -> 151 / 5000 differ (max |delta| 1.907e-06)
roughness + seal off -> 155 / 5000 differ (max |delta| 9.537e-07)
roughness + seal + spine off -> 126 / 5000 differ (max |delta| 9.537e-07)
corridors + carve ONLY -> 126 / 5000 differ (max |delta| 9.537e-07)
The residue survives every stage removal, down to constant rock + capsule SDF + carve — code that is a character-for-character transcription. So it is not in anything the decomposition added.
Cause, from the engine source rather than from memory (VCToolChain.cs):
case FPSemanticsMode.Default: // Default is imprecise FP semantics.
case FPSemanticsMode.Imprecise: Arguments.Add("/fp:fast"); break;
UBT's own doc for that mode: "FP math isn't IEEE-754 compliant: the compiler is allowed to transform
math expressions in ways that might result in differently rounded results." The plugin sets no
override, so identical source in VoxelGenerator.cpp and VoxelDensityOpStack.cpp may legitimately
reassociate differently — worth about 1 ULP.
Two prior hypotheses were wrong (the FVector round-trip, then "check the roughness window / carve
blend"). The bisect cost one build and settled it. Noted as a working lesson: on a numeric
discrepancy, bisect before hypothesising a third time.
Why exactly ~2.3% of samples: Blend - Sdf catastrophically cancels at the edge of the blend
shell, amplifying a 1-ULP SDF difference into a 1-ULP density difference. Outside that thin shell
Carve is exactly 0 or exactly 1 and both paths agree bit for bit.
Consequences recorded
OPSTACK-PLAN §2.6— bit-identity is not achievable in principle for these ports, at any level of care. The operational bar for every remaining archetype, now encoded in the test: hard-fail on isosurface crossings · tolerate ULP-scale deltas · warn on anything larger (that last one is real port drift, and the test no longer cries wolf about the floor).AUDIT-2026-07.md §C9(new) — the part that matters more than the port:ARCHITECTURE §9.1's multiplayer model is "replicate the seed, every peer regenerates identically", and under/fp:fastthat holds only between bit-identical binaries. Same build, same platform: fine (DensityPurityproves it). Windows client + Linux dedicated server both regenerating authoritative geometry: a real desync source, presenting as rare unreproducible geometry-only divergence. The knob isFPSemantics = FPSemanticsMode.PreciseinVoxelForge.Build.cs, and it should not be turned speculatively — it blocks the vectorisation T2.a was chasing, on the plugin's hot loop, for an unmeasured cost. Decision needs a profile and a confirmed cross-platform requirement.
UNVERIFIED: the test's new ULP-tolerance branch (expect MazeEquivalence to report the same 454
samples as INFO rather than WARNING next run).
Next single action: Phase 1 step 3 — wire the stack into GetDensityAt behind a per-strate
opt-in. Phase 1's question is fully answered: Maze decomposes cleanly, the stack is
window-invariant, and it proves 23/60 tiles uniform where ClassifyTile proves zero.