fb052716c667c74ade178efa90d6e04dfca2a99c
What the pillars were: at switchbacks the native-floor D-section clip in UVoxelStrateManager::EvaluateModifierSDF used ONE floor branch (the nearest by projection) for neighbouring capsule segments, so one leg's floor clipped the other leg's carve and left rock standing in the corridor (seed 0 witness: density -29.45, carve SDF +3.28; with voxel.TunnelAblateNativeFloor=1 the same point is air). Separately, the lower ramp was routed through the lower landing room (sign error in the lower "outward" score), where room ownership correctly erased the tunnel floor: up to 12.5-voxel drops. Fix: each segment clips with its own floor branch before the union; switchback legs separated and door approaches moved outward so ramps leave their landing rooms; a final carve clears the player body envelope (1.36 + 2x1 voxel wide, 1.8..8.8 voxels above the route floor) after all writers, with a room-SDF guard. No floor slab, no fill, no blockade on the through edge. Owner world, 64-seed sweep, stations every 0.5 voxel x 5 lateral x 14 heights: before 89,603 body blockers in 60/64 seeds; after 0 in 64/64, 0 floor/width gaps, worst step 0.958 voxels (limit 1.8). Seed 0 built twice: identical density CRC. Crossing at default speed still stops on capsule_overlaps_pending_floor (also before); 500 cm/s reaches B. NOT YET CHECKED: sealed-solid / classifier soundness against the moved passage geometry, and the generation cost of the per-segment projection. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
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