diff --git a/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md index f317fd2..f971695 100644 --- a/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md +++ b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md @@ -21,3 +21,19 @@ with sha256s, note in `manifest.json`. ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`: run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and `end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for. + + +## Next: both platforms to 7fb81364 (crash-report review fixes) + +Engine main is `7fb81364` (`a040761b` + `7fb81364` on top of `0ec39c95`): freeze-report note/context read under a lock, +debugger pauses never count as stall time, macOS sidecar `thread_id`, one first-wins atomic claims a Windows crash. +No API change — GodotSharp is unchanged. Mac has built `7fb81364` (Kraken, `4.7.2.stable.mono.custom_build.7fb81364b`) +but does NOT publish it yet: the game pins `4.7.2@0ec39c954`, so a lone Mac publish would lock every Mac out. + +Windows (Forge): +1. Build `7fb81364` with the manifest flags. The Windows files changed here were NOT compiled on the Mac: + `platform/windows/crash_handler_windows_seh.cpp`, `platform/windows/crash_report_windows.{h,cpp}` — if they fail, + write the error here. +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.