From bb9c51a665c8201cae7b5509f5b68c15d48a8bec Mon Sep 17 00:00:00 2001 From: ozan Date: Sun, 18 Oct 2026 05:06:52 +0100 Subject: [PATCH] =?UTF-8?q?engine(windows-x64):=20publish=204fde0e94d=20?= =?UTF-8?q?=E2=80=94=20G2=20pooled=20cull=20on=20top=20of=209dcc5d45;=20Go?= =?UTF-8?q?dotSharp=20regenerated=20(pooled/band=20APIs);=20pin=20version-?= =?UTF-8?q?only=20until=20Mac=20publishes?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .agents/handoffs/forge-windows-sscs-9dcc5d45.md | 10 ++++++++++ README.md | 4 ++-- .../GodotSharp/Api/Debug/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Debug/GodotPlugins.pdb | 4 ++-- .../windows-x64/GodotSharp/Api/Debug/GodotSharp.dll | 4 ++-- .../windows-x64/GodotSharp/Api/Debug/GodotSharp.pdb | 4 ++-- .../windows-x64/GodotSharp/Api/Debug/GodotSharp.xml | 4 ++-- .../GodotSharp/Api/Debug/GodotSharpEditor.dll | 2 +- .../GodotSharp/Api/Debug/GodotSharpEditor.pdb | 2 +- .../GodotSharp/Api/Release/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Release/GodotPlugins.pdb | 2 +- .../GodotSharp/Api/Release/GodotSharp.dll | 4 ++-- .../GodotSharp/Api/Release/GodotSharp.pdb | 4 ++-- .../GodotSharp/Api/Release/GodotSharp.xml | 4 ++-- .../GodotSharp/Api/Release/GodotSharpEditor.dll | 2 +- .../GodotSharp/Api/Release/GodotSharpEditor.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.BuildLogger.dll | 2 +- .../GodotSharp/Tools/GodotTools.BuildLogger.pdb | 2 +- .../windows-x64/GodotSharp/Tools/GodotTools.Core.dll | 2 +- .../windows-x64/GodotSharp/Tools/GodotTools.Core.pdb | 2 +- .../GodotSharp/Tools/GodotTools.IdeMessaging.dll | 2 +- .../GodotSharp/Tools/GodotTools.IdeMessaging.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.OpenVisualStudio.dll | 2 +- .../GodotSharp/Tools/GodotTools.OpenVisualStudio.exe | 2 +- .../GodotSharp/Tools/GodotTools.OpenVisualStudio.pdb | 2 +- .../GodotSharp/Tools/GodotTools.ProjectEditor.dll | 2 +- .../GodotSharp/Tools/GodotTools.ProjectEditor.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.Shared.dll | 2 +- .../GodotSharp/Tools/GodotTools.Shared.pdb | 2 +- engine/windows-x64/GodotSharp/Tools/GodotTools.dll | 2 +- engine/windows-x64/GodotSharp/Tools/GodotTools.pdb | 2 +- .../Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg | 4 ++-- .../Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg | 4 ++-- .../GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg | 4 ++-- .../GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.snupkg | 4 ++-- .../Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg | 4 ++-- .../Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg | 4 ++-- .../tinqs.windows.editor.x86_64.mono.console.exe | 2 +- .../windows-x64/tinqs.windows.editor.x86_64.mono.exe | 4 ++-- manifest.json | 12 ++++++------ 40 files changed, 72 insertions(+), 62 deletions(-) diff --git a/.agents/handoffs/forge-windows-sscs-9dcc5d45.md b/.agents/handoffs/forge-windows-sscs-9dcc5d45.md index 68903fe..2abc1d4 100644 --- a/.agents/handoffs/forge-windows-sscs-9dcc5d45.md +++ b/.agents/handoffs/forge-windows-sscs-9dcc5d45.md @@ -44,3 +44,13 @@ share one hash). Whole `GodotSharp` published (Api + Tools). Headless game boot: → ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false — the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass. - In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here. + +## 2026-10-18 Windows moved to engine main 4fde0e94d (G2 pooled cull) — Kraken note + +Engine main gained `4fde0e94d7` (G2 pooled cull) after the 9dcc5d45 pair. Forge rebuilt it (8 min incremental) +and published windows-x64 `4fde0e94d`: GodotSharp regenerated (MultimeshGpuCullSetPooled / +MultimeshGpuCullSetShadowFixedBand / MultimeshSetGpuShadowBand present), headless game boot clean. +Game pin relaxed to version-only `4.7.2` (a lone Windows publish must not lock Mac out — same protocol as +7fb81364). **Kraken: publish your `4fde0e94d` macos-arm64 build, then flip the pin to `4.7.2@4fde0e94d` in the +same game push.** Owed on Windows: `tests/gpu_oracle/multimesh_cull_pool` (D3D12 base-instance gap may bite the +pooled draws) and the in-world gpucull census (`multimesh_get_cull_command_offset`). diff --git a/README.md b/README.md index dd24817..4ab951b 100644 --- a/README.md +++ b/README.md @@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| | `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) | -| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — everything `9dcc5d45` had **plus G2 pooled cull** (one reset + one cull dispatch per camera render, `gpu_cull_pooled` default off, fixed shadow band, STATIC_SHADOW_AT_REST); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows. +Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is one commit ahead: `4fde0e94d` (G2 pooled cull)** as of 2026-10-18 — Forge built engine main first; the game pin is version-only `4.7.2` until the Mac publishes `4fde0e94d` (then pin `4.7.2@4fde0e94d`). Windows oracle notes: `draw_indirect_count` on D3D12 at `9dcc5d458` was 22 passed / 2 failed (base-instance pair, the documented D3D12 gap, `.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed); `multimesh_cull_pool` oracle not yet run on Windows. In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census) still owed on Windows. 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/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll index cdaad94..e18a27d 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d956ab32b50aff9bb875041884e7114cdb3d735b4eef0071a0dc13a55505562b +oid sha256:68d7bf90a21d3d493afea59b588246b641fe621569d367d5c79b96d67bb56216 size 12288 diff --git a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb index 27abddc..ed4849d 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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-1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d -size 184066560 +oid sha256:4d0e6910db053a15686f7aecad946e4858dd27b823dc843cb8a0b5c139adbbc2 +size 184111104 diff --git a/manifest.json b/manifest.json index f4da2d4..21cc0cf 100644 --- a/manifest.json +++ b/manifest.json @@ -19,17 +19,17 @@ "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", + "version": "4.7.2.stable.mono.custom_build.4fde0e94d", "engine_repo": "tinqs/engine", - "engine_commit": "9dcc5d458f", - "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", - "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", + "engine_commit": "4fde0e94d7", + "sha256": "4d0e6910db053a15686f7aecad946e4858dd27b823dc843cb8a0b5c139adbbc2", + "sha256_console": "192aba5d6028fbf781fc0c41ff1cfc4bd5b51a3d84f99262b07bf6d61d9981ce", "target": "editor", "built_on": "2026-10-18", - "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", + "built_by": "Ozan/Forge via ZCode (G2 pooled cull, first publisher — no Forge handoff written for this one)", "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 — 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 — 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 — 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 — 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 — template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." + "note": "Windows carries 4fde0e94d — engine main = 9dcc5d45 (SSCS + hero combine + shadow fixes + draw_indirect_count, see that pair) PLUS 4fde0e94d7 G2 pooled cull: one reset + one cull dispatch per camera render over shared arenas (multimesh_gpu_cull_set_pooled / project setting rendering/occlusion_culling/gpu_cull_pooled, DEFAULT OFF), fixed shadow band (multimesh_gpu_cull_set_shadow_fixed_band, multimesh_set_gpu_shadow_band), STATIC_SHADOW_AT_REST spatial built-in, multimesh_get_cull_command_offset; either shadow switch re-renders every static tile. Validated on M1 Max Metal pre-push (doctests 7/7, multimesh_cull_pool oracle 4524/4524, draw_indirect_count 24/24, StaticShadow 21/21). GodotSharp regenerated from this binary — Api AND Tools (MultimeshGpuCullSetPooled + MultimeshGpuCullSetShadowFixedBand + MultimeshSetGpuShadowBand present). Headless game boot clean (0 binding errors). Windows oracle for multimesh_cull_pool NOT yet run (D3D12 base-instance gap may bite the pooled draws — owed). Game pin set to version-only 4.7.2: macos-arm64 is still 9dcc5d45 — when Kraken publishes 4fde0e94d, pin 4.7.2@4fde0e94d. In-world gpucull checks (pooled on/off, census via multimesh_get_cull_command_offset, shadow band) still owed on Windows. Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game). Crash-report checklist (8 steps) also still owed." } } } \ No newline at end of file