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@@ -31,10 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---|
| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — everything `9dcc5d45` had **plus G2 pooled cull** (one reset + one cull dispatch per camera render, `gpu_cull_pooled` default off, fixed shadow band, STATIC_SHADOW_AT_REST); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/macos-arm64/` | **4.7.2** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — same hash as macos-arm64: everything `9dcc5d45` had plus G2 pooled cull (`gpu_cull_pooled` default off), fixed shadow band, `STATIC_SHADOW_AT_REST` (tree_wind needs it); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is one commit ahead: `4fde0e94d` (G2 pooled cull)** as of 2026-10-18 — Forge built engine main first; the game pin is version-only `4.7.2` until the Mac publishes `4fde0e94d` (then pin `4.7.2@4fde0e94d`). Windows oracle notes: `draw_indirect_count` on D3D12 at `9dcc5d458` was 22 passed / 2 failed (base-instance pair, the documented D3D12 gap, `.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed); `multimesh_cull_pool` oracle not yet run on Windows. In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census) still owed on Windows.
Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. Windows is also engine `4fde0e94` as of 2026-10-18 — Forge built it in parallel with the Mac (`.agents/handoffs/forge-windows-g2-4fde0e94.md`), so both platforms and the `4.7.2@4fde0e94d` pin (the game's `tree_wind.gdshader` uses the new built-in) share one hash. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`), where the D3D12 oracle on RTX 5080 was 22 passed / 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). Still owed on Windows: `multimesh_cull_pool` oracle (gates making pool the default), the validation pass, and in-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census).
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.