Files
VoxelForge/Standalone/Core/src/CoreNamespacePreamble.h
T
Fr0zkaandClaude Opus 5.5 874c796c65 wip(assembler): M1 round 1 -- manifest format, block contract, bound audit, native Heightfield2D
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md):
- Versioned fixed-scale world manifest (the shipped plan format) and the Core block
  contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels.
- Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound
  is detected (negative control).
- Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at
  W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density
  error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries
  match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles).
- Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty;
  top-down height maps are the only usable pair).
Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route
law for automatic changes only) and three plugin files + BuildHost scripts that earlier round
commits had missed (also fixed on unreal/core-integration as 2574b56).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 00:04:30 +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"
#include "VoxelForgeCore/VoxelForgeCore.h"