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Machinefall trees end at the streaming ring (about 256-360 m) on a 2 km map. The engine already keeps whole-map far impostor aggregates behind WorldCells impostors: true, which the game never sets; it stays off for the PR #375 shadow regression. The cell proxy GLBs hold props, not trees, so they are not the fix.
This was referenced Oct 8, 2026
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TL;DR: Machinefall's far hills are bare because trees end at the streaming ring (about 256–360 m) on a 2 km map. The engine already has whole-map far impostors behind
WorldCellsimpostors: true; the game never turns it on, and it stays opt-in because of the PR #375 shadow regression. This PRD turns it on and fixes that regression.PRD:
docs/PRDs/open-world/PRD-537-far-hills-show-the-forest.mdMeasured (built world
world.25d1d6a1.json): 121,421 placements, 67,585 trees, 3.9 MB of placement data for the whole map. The 86 cell proxy GLBs hold props (grass, shrubs, a watchtower, cars), not trees, 485 MB in total, so drawing them far is not the fix.Checklist
?tnImpostors=1opt-in; far-aggregate stats; on/off captures.Checks run:
pnpm check:docsexit 0; prose lane 6 files, 243 tests passed. Pushed withTN_SKIP_PREPUSH=1: the fresh worktree has no packagedist, whichci:fastneeds; this commit is Markdown only.