D17: KInject/KWaveStep/KFracture gate on growth, which only KUpdate writes and
only after this same frame's injection dispatch, so a panel struck the instant
it spawns swallowed its own creating hit. ResetSim now seeds bState directly
from a precomputed per-cell arm state (backdated by one growDuration) instead
of leaving KInit's zero in place, so the strike centre reads as already grown.
D20: _PanelSpawnTime was hardcoded to 0f every frame; it now tracks each
panel's own backdated arm instant, so growth keeps advancing correctly on the
frames after spawn instead of collapsing back under the gate.
Pool-rebuild trap (not map-numbered, but load-bearing for the whole pool
argument in §2.4): OnEnable unconditionally rebuilt and OnDisable
unconditionally released, so every SetActive cycle a pooled panel goes through
paid the 1.3-21ms Rebuild cost the pool exists to avoid. OnEnable now only
rebuilds when not yet built; release moves to OnDestroy. ResetSim is also
self-healing (builds if not yet built) rather than depending on OnEnable's
timing, which a batchmode probe showed is not synchronous with
Object.Instantiate in every context this runs in.
D21: Penrose's iteration count was CeilToInt(...)+1, always overshooting the
requested cellSize by a full extra phi-subdivision. Rounding to the nearest
achievable iteration count instead brings Penrose within 2-5x of Hex's cell
count at the same radius/cellSize, down from an order of magnitude.
TilingBuilder.cs gains a CellState mirror struct (matching ShieldCommon.hlsl's
CellState field-for-field) so ResetSim can write growth/temper/breakTime
directly and the Cut 3 verification probe can read them back without a new
readback path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>