engine(windows-x64): publish 4fde0e94d — G2 pooled cull on top of 9dcc5d45; GodotSharp regenerated (pooled/band APIs); pin version-only until Mac publishes

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ozan committed 2026-10-18 05:06:52 +01:00
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@@ -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`).