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