diff --git a/manifest.json b/manifest.json index 970ab61..08fa75c 100644 --- a/manifest.json +++ b/manifest.json @@ -1,35 +1,35 @@ -{ - "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", - "engine": { - "macos-arm64": { - "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", - "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.4fde0e94d", - "engine_repo": "tinqs/engine", - "engine_commit": "4fde0e94", - "sha256": "a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54", - "target": "editor", - "built_on": "2026-10-18", - "built_by": "Ozan/Kraken via Claude (G2 pooled GPU cull + static shadow fixed band / casters at rest)", - "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", - "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Mac. Engine 4fde0e94 = 9dcc5d45 + G2 pooled GPU cull (one reset + one cull dispatch per camera render over shared arenas; rendering/occlusion_culling/gpu_cull_pooled, default off) + fixed shadow LOD band for gpu-culled MultiMeshes (gpu_cull_shadow_fixed_band, default off) + STATIC_SHADOW_AT_REST shader built-in for static shadow tiles (rendering/lights_and_shadows/directional_shadow/static_casters_at_rest, default off). GodotSharp regenerated (with Tools/). Oracles: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24 on Metal. Windows at 9dcc5d45; Forge to rebuild 4fde0e94 (handoff forge-windows-g2-4fde0e94.md)." - }, - "windows-x64": { - "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", - "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", - "godotsharp": "engine/windows-x64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.9dcc5d458", - "engine_repo": "tinqs/engine", - "engine_commit": "9dcc5d458f", - "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", - "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", - "target": "editor", - "built_on": "2026-10-18", - "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", - "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", - "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", - "note": "Windows carries 9dcc5d458 \u2014 SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary \u2014 Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed \u2014 the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge \u2014 Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only \u2014 template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped \u2014 the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." - } - } -} +{ + "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", + "engine": { + "macos-arm64": { + "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", + "godotsharp": "engine/macos-arm64/GodotSharp", + "version": "4.7.2.stable.mono.custom_build.4fde0e94d", + "engine_repo": "tinqs/engine", + "engine_commit": "4fde0e94", + "sha256": "a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54", + "target": "editor", + "built_on": "2026-10-18", + "built_by": "Ozan/Kraken via Claude (G2 pooled GPU cull + static shadow fixed band / casters at rest)", + "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", + "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", + "note": "Mac. Engine 4fde0e94 = 9dcc5d45 + G2 pooled GPU cull (one reset + one cull dispatch per camera render over shared arenas; rendering/occlusion_culling/gpu_cull_pooled, default off) + fixed shadow LOD band for gpu-culled MultiMeshes (gpu_cull_shadow_fixed_band, default off) + STATIC_SHADOW_AT_REST shader built-in for static shadow tiles (rendering/lights_and_shadows/directional_shadow/static_casters_at_rest, default off). GodotSharp regenerated (with Tools/). Oracles: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24 on Metal. Windows at 9dcc5d45; Forge to rebuild 4fde0e94 (handoff forge-windows-g2-4fde0e94.md)." + }, + "windows-x64": { + "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", + "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", + "godotsharp": "engine/windows-x64/GodotSharp", + "version": "4.7.2.stable.mono.custom_build.9dcc5d458", + "engine_repo": "tinqs/engine", + "engine_commit": "9dcc5d458f", + "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", + "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", + "target": "editor", + "built_on": "2026-10-18", + "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", + "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", + "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", + "note": "Windows carries 9dcc5d458 \u2014 SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary \u2014 Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed \u2014 the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge \u2014 Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only \u2014 template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped \u2014 the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." + } + } +}