ozan pushed to main at tinqs/builds 2026-10-19 19:04:05 +00:00
07f7b42d64 manifest(windows-x64): 73d20a40b verification closed — oracle 10/10 zero VUIDs, DIC 22/0, cull_pool 4524/4524, headless smoke clean
ozan pushed to main at tinqs/builds 2026-10-19 18:58:48 +00:00
76edf9ccc9 engine(windows-x64): publish 73d20a40b — #250 parallel-recording nest FATAL fix + texture_rid bind-race fix (milky ocean); GodotSharp regenerated; fast publish per owner (oracle on this hash owed)
ozan pushed to main at tinqs/builds 2026-10-19 17:44:11 +00:00
c632796638 engine(macos-arm64): publish 73d20a40 - #250 parallel draw-list sub-recordings nest + RD texture wrappers allocate their RS texture before the render-thread bind (milky ocean under the separate render thread); GodotSharp regenerated
ozan pushed to main at tinqs/builds 2026-10-19 03:18:34 +00:00
736e3e9bc3 engine(windows-x64): publish d49400463 — VUID-00050 pool-reset fix VERIFIED (oracle 10/10, zero VUIDs, validation on) before publish; GodotSharp regenerated
ozan pushed to main at tinqs/builds 2026-10-19 03:03:20 +00:00
05704fd826 docs(readme): Mac current-contents sentence names d4940046
ozan pushed to main at tinqs/builds 2026-10-19 03:03:03 +00:00
74072b67d7 engine(macos-arm64): publish d4940046 - parallel-replay secondary command pools reset per frame (VUID-vkBeginCommandBuffer-00050 fix); GodotSharp regenerated, API unchanged; Windows still a967d12bf, pin moves when Forge publishes d4940046
ozan pushed to main at tinqs/builds 2026-10-19 02:50:41 +00:00
af72922179 docs: drop throttled Windows perf claims (Forge power plan); keep oracle + VUID facts
ozan pushed to main at tinqs/builds 2026-10-19 02:09:40 +00:00
6b7dab6242 chore: delete every Forge handoff from builds - Windows test steps and results live on the engine wiki page that owns the feature; README and master plan point there
ozan pushed to main at tinqs/builds 2026-10-19 02:07:29 +00:00
e16736c518 handoff(forge): laptop setup checklist (power mode, MUX dGPU-only, CPU name, core placement) + main-thread rendering control run (--render-thread safe) with /mainthread reads
ozan pushed to main at tinqs/builds 2026-10-19 01:32:06 +00:00
17d80b0004 Merge branch 'main' of ssh.tinqs.com:tinqs/builds
017badfc4d handoff(forge): add GPU HZB occlusion A/B (gpucull hzb off/on) to the parallel replay run
Compare 2 commits »
ozan pushed to main at tinqs/builds 2026-10-19 00:54:38 +00:00
c1b7e0809a engine(windows-x64): publish a967d12bf — parallel draw-list replay + recording (default off); GodotSharp regenerated; engine-side tests: oracle 10/10 (VUID-00050 finding recorded), DIC d3d12 22/0 validated, cull_pool 4524/4524 validated
ozan pushed to main at tinqs/builds 2026-10-19 00:40:56 +00:00
22943169cc handoff(forge): engine-side oracle results on a967d12b — replay+record 10/10 (VUID-00050 finding), DIC d3d12 22/0 validated, cull_pool d3d12 4524/4524 validated; Vulkan SDK + D3D12 debug layer installed on Forge
ozan pushed to main at tinqs/builds 2026-10-19 00:21:26 +00:00
4485763114 engine(macos-arm64): publish a967d12b - parallel draw-list replay (Vulkan) + parallel draw-list recording (all drivers); GodotSharp regenerated
ozan pushed to main at tinqs/builds 2026-10-19 00:11:05 +00:00
431d213451 handoff(forge): parallel replay + recording A/B on engine a967d12b, occlusion A/B added
ozan pushed to main at tinqs/builds 2026-10-18 23:11:01 +00:00
bde94a1bca handoff(forge): windows A/B of parallel draw-list replay, engine 06ecc5df
ozan pushed to main at tinqs/builds 2026-10-18 21:05:11 +00:00
ddb10953c6 engine(windows-x64): publish e64890fd3 — G4 mergeable-draw counter on the 4fde0e94 pair; GodotSharp regenerated (new enum); headless boot clean
ozan pushed to main at tinqs/builds 2026-10-18 20:08:36 +00:00
004ca6d959 engine(macos-arm64): publish e64890fd — Apple render-thread autorelease drain (Mach-port/Metal leak under thread_model=2), G4 mergeable-draw counter; GodotSharp regenerated; Forge handoff
ozan pushed to main at tinqs/builds 2026-10-18 04:13:15 +00:00
26cc48e674 Merge remote-tracking branch 'origin/main'
bb9c51a665 engine(windows-x64): publish 4fde0e94d — G2 pooled cull on top of 9dcc5d45; GodotSharp regenerated (pooled/band APIs); pin version-only until Mac publishes
Compare 2 commits »
ozan pushed to main at tinqs/builds 2026-10-18 03:58:36 +00:00
49ab3756b4 chore(manifest): restore CRLF line endings
ozan pushed to main at tinqs/builds 2026-10-18 03:58:15 +00:00
76f088e6a0 engine(macos-arm64): publish 4fde0e94 - G2 pooled GPU cull, fixed shadow band, STATIC_SHADOW_AT_REST; GodotSharp regenerated; Forge handoff for Windows