From 50ac90c232bf33f77d646ff772da2b08ce0109b5 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Sat, 17 Oct 2026 23:03:19 +0100 Subject: [PATCH] docs(macos-arm64): 7fb81364 note - Windows already carries 7fb81364, both platforms match; no skip-check needed Co-Authored-By: Claude Opus 5.5 (1M context) Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m --- README.md | 2 +- manifest.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 098daa5..fb6017d 100644 --- a/README.md +++ b/README.md @@ -34,7 +34,7 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | `engine/macos-arm64/` | **4.7.2** (`7fb81364`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), on top of everything `1e7be28b` had | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`7fb81364b`) — everything `0ec39c95` had (GPU diet + R0 P5) plus crash-handler fixes (first-wins crash claim, freeze-report note/context, pause handling); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `7fb81364` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.7fb81364b`; `0ec39c95` + crash-report review fixes, no API change — until Windows carries it too, the game's `4.7.2@0ec39c954` pin refuses it: launch with `TINQS_ENGINE_SKIP_CHECK=1`): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows carries `7fb81364b` as of 2026-10-17 (second Forge rebuild the same day: `a040761bd1` consistent note/context in freeze reports + pauses never count as stall time, `7fb81364b5` one first-wins atomic claims a Windows crash; [`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md); editor target only, `template_release` is still the `1e7be28b` tree). macos-arm64 is still `0ec39c95` — Kraken is rebuilding, so the game pin is version-only `4.7.2`; pin `4.7.2@7fb81364b` once mac lands. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows carried `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache, then `1e7be28b` 2026-10-05) until the 2026-10-17 Forge rebuild delivered all of the above plus the video adapter memory query. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). +Mac is engine `7fb81364` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.7fb81364b`; `0ec39c95` + crash-report review fixes, no API change; Windows carries `7fb81364` too): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows carries `7fb81364b` as of 2026-10-17 (second Forge rebuild the same day: `a040761bd1` consistent note/context in freeze reports + pauses never count as stall time, `7fb81364b5` one first-wins atomic claims a Windows crash; [`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md); editor target only, `template_release` is still the `1e7be28b` tree). macos-arm64 is still `0ec39c95` — Kraken is rebuilding, so the game pin is version-only `4.7.2`; pin `4.7.2@7fb81364b` once mac lands. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows carried `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache, then `1e7be28b` 2026-10-05) until the 2026-10-17 Forge rebuild delivered all of the above plus the video adapter memory query. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. diff --git a/manifest.json b/manifest.json index 28841b7..75b74b4 100644 --- a/manifest.json +++ b/manifest.json @@ -13,7 +13,7 @@ "built_by": "Ozan/Kraken via Claude (GPU frame diet + R0 P5 crash/freeze reporting)", "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 7fb81364 = 0ec39c95 + crash-report review fixes (freeze-report context under a lock, debugger pauses never count as stall time, macOS sidecar thread_id, one atomic claims a Windows crash; no API change, GodotSharp unchanged). Until Windows publishes 7fb81364 the game pin 4.7.2@0ec39c954 refuses this binary: set TINQS_ENGINE_SKIP_CHECK=1 or wait for the pin bump. 0ec39c95 on top of 1e7be28b: IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass: terrain pre-pass 2.5 -> 0.6 ms on M1 Max); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar, macOS JSON + backtrace), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic present). Smoke on Kraken: new API + AgentLog methods + shader built-in; the game ran the same commit (symbol build) in-world at 60-70 fps. windows-x64 is still 1e7be28b1 until Forge rebuilds from engine main (handoff forge-windows-gpu-diet-r0-p5.md); the game pins 4.7.2 (no hash) until both platforms carry 0ec39c95." + "note": "Mac. Engine 7fb81364 = 0ec39c95 + crash-report review fixes (freeze-report context under a lock, debugger pauses never count as stall time, macOS sidecar thread_id, one atomic claims a Windows crash; no API change, GodotSharp unchanged). Windows carries 7fb81364 too (871000b), so both platforms match; the game pin is 4.7.2 until the @7fb81364b flip. 0ec39c95 on top of 1e7be28b: IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass: terrain pre-pass 2.5 -> 0.6 ms on M1 Max); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar, macOS JSON + backtrace), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic present). Smoke on Kraken: new API + AgentLog methods + shader built-in; the game ran the same commit (symbol build) in-world at 60-70 fps. windows-x64 is still 1e7be28b1 until Forge rebuilds from engine main (handoff forge-windows-gpu-diet-r0-p5.md); the game pins 4.7.2 (no hash) until both platforms carry 0ec39c95." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",