diff --git a/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md index f971695..9e23f71 100644 --- a/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md +++ b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md @@ -37,3 +37,12 @@ Windows (Forge): 2. If you have a `tests=yes` build: `--test --test-case="*CrashReport*,*FreezeDetector*,*FreezeWatchdog*,*AgentLog*"`. 3. Publish windows-x64 `7fb81364`, then tell Kraken: Mac publishes its `7fb81364` binary and the pin moves to `4.7.2@7fb81364b` in the same game push. + +## 2026-10-17 Windows side done (Forge/ZCode) + +Windows published `7fb81364` (builds `871000b`): both crash files compiled clean, editor target only, +GodotSharp regenerated from the binary (byte-identical bindings, as expected — no API change). +No `tests=yes` build on this box, so the `*CrashReport*/*FreezeDetector*/*FreezeWatchdog*/*AgentLog*` +test cases did NOT run here — still owed. Headless game boot on the new binary: clean, 0 binding errors. +Game pin is version-only `4.7.2` as of ariki-game `main` — Kraken: publish your `7fb81364` binary, then +flip the pin to `4.7.2@7fb81364b` in the same game push (both platforms will carry it).