ozan pushed to main at tinqs/builds 2026-10-18 03:38:48 +00:00
bdb2dc8ca8 engine(windows-x64): publish 9dcc5d458 — SSCS + hero shadow min-combine + shadow fixes + draw_indirect_count (D3D12); GodotSharp regenerated (Api + Tools); oracle 22/24 (base-instance gap)
ozan pushed to main at tinqs/builds 2026-10-18 01:52:43 +00:00
9d90e417ba engine(macos-arm64): publish 9dcc5d45 - screen-space contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348, draw_indirect_count (Metal); GodotSharp regenerated (API + Tools); Windows still 7fb81364b, Forge rebuild handoff forge-windows-sscs-9dcc5d45.md
ozan pushed to main at tinqs/builds 2026-10-17 22:03:23 +00:00
50ac90c232 docs(macos-arm64): 7fb81364 note - Windows already carries 7fb81364, both platforms match; no skip-check needed
ozan pushed to main at tinqs/builds 2026-10-17 22:03:08 +00:00
187d0dace5 engine(macos-arm64): publish 7fb81364 - 0ec39c95 + crash-report review fixes (no API change, GodotSharp unchanged); the game pin 4.7.2@0ec39c954 refuses it until Windows publishes 7fb81364 and the pin moves - TINQS_ENGINE_SKIP_CHECK=1 meanwhile
ozan pushed to main at tinqs/builds 2026-10-17 22:00:05 +00:00
74aa47df5d handoff(forge-windows): 7fb81364 published on Windows — Mac clear to publish, pin is version-only 4.7.2 until the @7fb81364b flip
f0a8bcfb2e Merge branch 'main' of ssh.tinqs.com:tinqs/builds
871000bcf4 engine(windows-x64): publish 7fb81364b — crash-handler fixes (first-wins claim, freeze note/context); GodotSharp regenerated
Compare 3 commits »
ozan pushed to main at tinqs/builds 2026-10-17 21:45:24 +00:00
b16a4afb4a handoff(forge-windows): rebuild at engine 7fb81364 (crash-report review fixes, Windows files not compiled on Mac); Mac holds its 7fb81364 binary until Windows publishes so the 4.7.2@0ec39c954 pin keeps working
ozan pushed to main at tinqs/builds 2026-10-17 21:30:26 +00:00
f277a0e30a engine(windows-x64): publish 0ec39c954 — GPU diet + R0 P5 crash/freeze/device-lost reporting, GodotSharp regenerated
ozan pushed to main at tinqs/builds 2026-10-17 20:24:54 +00:00
935b73e624 engine(macos-arm64): publish 0ec39c95 — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, R0 P5 crash/freeze/device-lost reporting + structured engine errors; GodotSharp regenerated; Windows handoff
ozan pushed to main at tinqs/builds 2026-10-05 19:07:27 +00:00
1f19c87607 fix(windows-x64): relink editor binary at 1e7be28b1 — baked version string now matches the commit (was d88e0a051, fails required_engine_build gate); manifest sha256 corrected
ozan pushed to main at tinqs/builds 2026-10-05 18:31:07 +00:00
5171b5979b engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
c737ff6c05 engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
Compare 2 commits »
ozan pushed to main at tinqs/builds 2026-10-05 18:13:57 +00:00
d4cf0b7a19 engine/windows-x64: 4.7.2 1e7be28b1 — Stage C HZB + multimesh_cull + parallel shadow-fill; template_release + editor + GodotSharp; first game export published (pck excluded, LFS size)
45f3cf9a3b Merge branch 'main' of ssh.tinqs.com:tinqs/builds
e22fa7cf49 Merge origin/main: take origin's manifest (2026-09-28 Kraken update)
fe4c0c6fc9 engine/windows-x64: 4.7.2 b1bc0aef — static shadow cache + stepped sun crossfade; GodotSharp regenerated (Terrain3D verified); tested on kraken (boots, assemblies load, zero wrapper errors, world ticks); manifest updated
Compare 4 commits »
ozan pushed to main at tinqs/builds 2026-10-05 17:23:51 +00:00
b399bb810a engine(macos-arm64): publish b0daf759 — GPU culling Stage C + housekeeping, static cache single-sample/hard-filter options, Metal profiler fix, parallel shadow fill; GodotSharp regenerated; smoke 0 wrapper errors
ozan pushed to main at tinqs/builds 2026-10-05 16:27:56 +00:00
7bf90508c3 handoff(forge): rebuild Windows pair from main >= 615e852f, re-judge render verdicts, pin
ozan pushed to main at tinqs/builds 2026-10-05 16:27:08 +00:00
c6849a35d9 engine(macos-arm64): publish 615e852f (code c76f2ecc) — GPU culling Stage B2 CPU band skip; GodotSharp regenerated; smoke 0 wrapper errors, large+huge village staged
ozan pushed to main at tinqs/builds 2026-10-05 14:46:20 +00:00
7bb622364e engine(macos-arm64): publish d88e0a05 — GPU-driven MultiMesh culling Stage A+B (multimesh_set_gpu_cull/_gpu_lods) + real Metal GPU timestamps + staggered far cascades + fit_to_visible_depth + Metal copy-queue stall fix + Vulkan breadcrumb barrier fix (#185), on top of the shadow diet + memory query; GodotSharp regenerated (3 new bindings verified); windows-x64 untouched (still b1bc0aef), pin waits for Forge
ozan created pull request tinqs/builds#1 2026-10-05 14:16:13 +00:00
engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory
ozan created branch engine/windows-x64-2caca361 in tinqs/builds 2026-10-05 14:15:48 +00:00
ozan pushed to engine/windows-x64-2caca361 at tinqs/builds 2026-10-05 14:15:48 +00:00
e03921bc5f engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory
ozan pushed to main at tinqs/builds 2026-10-05 10:44:35 +00:00
73429aa439 engine(macos-arm64): publish 51ed21d5 — shadow pass diet (static tile budget, live caster screen-size cull, inverted static contract switch) + GPU device-lost diagnostics, on top of 4.7.2 + static shadow cache + get_video_adapter_memory; GodotSharp regenerated; smoke on Kraken: 0 wrapper errors, inverted contract 1379 → 956 draws on the staged village; windows-x64 untouched (still b1bc0aef)
ozan pushed to main at tinqs/builds 2026-10-05 09:55:11 +00:00
dabf77d90a engine(macos-arm64): publish 2caca361 — 4.7.2 + static shadow cache + get_video_adapter_memory (UyGar's feat/video-adapter-memory merged to main); GodotSharp regenerated (GetVideoAdapterMemory present); Metal smoke on Kraken total 49152 / used 10 / budget -1; manifest + README updated, windows-x64 untouched (still b1bc0aef)