engine(windows-x64): publish a967d12bf — parallel draw-list replay + recording (default off); GodotSharp regenerated; engine-side tests: oracle 10/10 (VUID-00050 finding recorded), DIC d3d12 22/0 validated, cull_pool 4524/4524 validated
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@@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7.2** (`a967d12b`) — `e64890fd` plus parallel draw-list replay (Vulkan secondary command buffers) and parallel draw-list recording (Forward+ render lists over worker threads, every driver) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`e64890fd3`) — same hash as macos-arm64: `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) plus the G4 mergeable-draw counter (the autorelease-drain fix is Apple-only); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`a967d12bf`) — same hash as macos-arm64: `e64890fd` plus parallel draw-list replay + recording (both default off; oracle 10/10, one VUID finding recorded); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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Mac is engine `a967d12b` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.a967d12bf`): `e64890fd` plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle `parallel_draw_replay` Vulkan 10/10, Metal 5/5 (`engine/.agents/wiki/parallel-draw-replay.md`). Windows to follow (`.agents/handoffs/forge-windows-parallel-replay.md`). Before that, Mac was engine `e64890fd` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.e64890fd3`): `4fde0e94` plus the separate render thread draining an Objective-C autorelease pool each flush — before, autoreleased Metal command buffers, encoders and drawables leaked ~88 Mach ports/s until no new Metal process could start (66k ports / 23 GB after 1.5 h); now flat at ~640 ports — and `RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME`. Underneath, `4fde0e94` added: G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. Windows is also engine `e64890fd` as of 2026-10-18 (`.agents/handoffs/forge-windows-e64890fd.md`) — both platforms and the `4.7.2@e64890fd3` pin share one hash; the autorelease-drain fix is Apple-only, Windows gains the G4 census counter (`env gpucull status` shows `(N mergeable)`). Headless game boot clean on Forge. Underneath, `4fde0e94` (`.agents/handoffs/forge-windows-g2-4fde0e94.md`) added: G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`; the game's `tree_wind.gdshader` uses it); all default off. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`), where the D3D12 oracle on RTX 5080 was 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). Still owed on Windows: `multimesh_cull_pool` oracle (gates making pool the default), the validation pass, and in-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census, mergeable counter).
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Mac is engine `a967d12b` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.a967d12bf`): `e64890fd` plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle `parallel_draw_replay` Vulkan 10/10, Metal 5/5 (`engine/.agents/wiki/parallel-draw-replay.md`). **Windows is also engine `a967d12bf` as of 2026-10-19** — Forge ran the engine-side tests before publishing (`.agents/handoffs/forge-windows-parallel-replay.md`): replay+record oracle Vulkan with validation **10/10 exit 0** but **10× VUID-vkBeginCommandBuffer-00050** in the first parallel state (secondary command buffers re-begun from pools without `RESET_COMMAND_BUFFER_BIT`; feature-off control = 0 VUIDs; NVIDIA tolerates it, MoltenVK never flagged — engine-owner fix owed); `draw_indirect_count` d3d12 with the newly installed debug layer **22/0 + expected SKIP line** (the old 22/2 was the no-layer run where base-instance ran instead of skipping); `multimesh_cull_pool` d3d12 **4524/4524** — parity with Mac, un-gating pooled-cull default per the G2 handoff. Vulkan SDK + Graphics Tools are now installed on Forge, closing the "--gpu-validation owed" notes. Still owed: the parallel handoff's in-game A/Bs (replay/record 4-state + occlusion on/off), 10-min soak + shadow-edge eye check, tests=yes unit suites, crash checklist. Before this, Mac was engine `e64890fd` as of 2026-10-18: `4fde0e94` plus the Apple autorelease-drain fix (Mach-port leak, flat at ~640 ports now) and the G4 mergeable-draw census. Underneath, `4fde0e94` added G2 pooled GPU cull (`env gpucull pool`), fixed shadow LOD band (`env gpucull shadowband`) and `STATIC_SHADOW_AT_REST` (`env gpucull staticrest`; the game's `tree_wind.gdshader` uses it); all default off. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`).
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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@@ -19,17 +19,17 @@
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.e64890fd3",
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"version": "4.7.2.stable.mono.custom_build.a967d12bf",
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"engine_repo": "tinqs/engine",
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"engine_commit": "e64890fd3b",
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"sha256": "361d143f66bdc936655a16264a7aa85b397338ae22fef15719a2a9ac176e1cd3",
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"sha256_console": "4146973210349f33e51fe5e53baa8b166433972f5313942e2807d18d0d8af89b",
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"engine_commit": "a967d12bf6",
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"sha256": "66b27d296ddb444247415cce2e248930055141d244fc8fea92ecf4be6ae1a7bb",
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"sha256_console": "0d52d55ba20b177bbef48822cedf3726fdfc4af376135c06808df73a8b3155ff",
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"target": "editor",
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"built_on": "2026-10-18",
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"built_by": "Ozan/Forge via ZCode (forge-windows-e64890fd handoff)",
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"built_on": "2026-10-19",
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"built_by": "Ozan/Forge via ZCode (forge-windows-parallel-replay handoff; engine-side tests run before publish)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows carries e64890fd3 \u2014 SAME hash as macos-arm64 (built at e64890fd3b): 4fde0e94 G2 pooled cull pair (see its note in git history) PLUS e64890fd3b \u2014 Apple-only render-thread autorelease drain (no Windows effect), RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME (new enum value 13, G4 census \u2014 env gpucull status shows '(N mergeable)'), Metal draw_indirect_count null scratch errors loudly (no Windows effect). GodotSharp regenerated from this binary \u2014 Api AND Tools. Headless game boot clean (0 binding errors); in-world smoke (host world, 0 wrapper errors, gpucull mergeable counter) per handoff still owed. Owed on Windows (carried): multimesh_cull_pool oracle on D3D12, --gpu-validation pass (Graphics Tools not installed on Forge), in-world gpucull census + pooled on/off, tree_wind compile check, crash-report checklist (8 steps). Editor target only \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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"note": "Windows carries a967d12bf — SAME hash as macos-arm64 (built at a967d12bf6): e64890fd pair (see its note in git history) PLUS 06ecc5df parallel draw-list replay (Vulkan, chunks re-recorded into secondary command buffers on worker threads at frame end; rendering/rendering_device/parallel_draw_replay/*, DEFAULT OFF) PLUS a967d12bf parallel draw-list recording (Forward+ splits render lists over worker threads at record time, every driver; rendering/rendering_device/parallel_draw_recording/*, DEFAULT OFF; set_parallel_draw_recording / get_parallel_draw_recording_info). GodotSharp regenerated from this binary — Api AND Tools (SetParallelDrawRecording + GetParallelDrawRecordingInfo + SetParallelDrawReplay + GetParallelDrawReplayInfo present). ENGINE-SIDE TESTS (RTX 5080, Vulkan SDK + D3D12 debug layer NOW INSTALLED on Forge): parallel_draw_replay oracle vulkan+validation 10/10 exit 0 — BUT VUID-vkBeginCommandBuffer-00050 x10 fires in the first parallel state (secondary cmd buffers re-begun from pools without RESET_COMMAND_BUFFER_BIT; control with feature off = 0 VUIDs) — spec-UB the NVIDIA driver currently tolerates, MoltenVK never flagged; engine-owner fix owed (pool flag or vkResetCommandBuffer). draw_indirect_count d3d12 + debug layer: 22/0 + expected SKIP base-instance line, exit 0 (old 22/2 was the no-layer run). multimesh_cull_pool d3d12 + debug layer: 4524/4524 exit 0 — parity with Mac, UN-GATES making pooled cull the default per the G2 handoff. Still owed: in-game A/Bs of the parallel handoff (replay/record 4-state + occlusion on/off), 10-min replay soak + shadow-edge eye check, tests=yes unit suites, crash checklist (8 steps). Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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}
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}
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}
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