Features/evolution dashboard#799
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
accumulatedMutationsInLineage resets on lineage switch (old behavior); accumulatedMutations becomes a never-reset lifetime total.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ors from genome nodes Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The heavy evolution/lineage kernels were wall-clock throttled, so they ran at run-to-run varying timesteps and perturbed the GPU execution timing of subsequent simulation kernels, making runs non-reproducible and construction tests flaky. They are now scheduled every 10 timesteps. Also restore creatureIndex for losing threads in the dedup protocol. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…sEntry Move EvolutionStatistics and the accumulated numCreatedCreatures/totalMutations out of the bulk-copied StatisticsRawData into a standalone OverallStatisticsEntry buffer on SimulationStatistics, analogous to the per-lineage entries. Also drop the unused MutantStatistics diversity-tracking map, and make the Evolution Dashboard timeline plots always render a filled area like StatisticsWindow.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Percent/min was extrapolated from whatever short window had accumulated since sim start (or reload), producing huge values right after loading a simulation. Now it waits for a full trailing minute of data and only evaluates that minute; live history is also cleared on sim reset so a reload can't be averaged together with the old run.
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