diff --git a/README.md b/README.md index 5e24cc5..bda564e 100644 --- a/README.md +++ b/README.md @@ -31,10 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| -| `engine/macos-arm64/` | **4.7.2** (`d88e0a05`) — GPU-driven MultiMesh culling Stage A+B + real Metal GPU timestamps, on top of the shadow diet (tile budget, size cull, inverted contract), `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/macos-arm64/` | **4.7.2** (`615e852f`, code `c76f2ecc`) — GPU-driven MultiMesh culling Stage A+B+B2 (CPU band skip) + real Metal GPU timestamps, on top of the shadow diet (tile budget, size cull, inverted contract), `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `d88e0a05` as of 2026-10-05 (`--version` prints `4.7.2.stable.mono.custom_build.d88e0a051`): everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). +Mac is engine `615e852f` (code `c76f2ecc`) as of 2026-10-05 evening (`--version` prints `4.7.2.stable.mono.custom_build.615e852fc`): Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). 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/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll index fdec33b..c113f0c 100644 --- a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll +++ b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b29bb22ee832fee60215bb36d5d9a62a0ed1686c91b751986b5d6b2de0ce8346 +oid sha256:3af1bf179f551d04d2ab4b0564d0f3e1ce29381a056f8db692d17dbb2416112f size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index e309983..7ec2873 100644 --- a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb +++ b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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index 5261f54..5b59af9 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:185ab5ce42939f6593ea559b70a013f2994a3b871363a75e98a6d4105f79b428 -size 6885 +oid sha256:cb0b48d0d675ad735ff62c4e1be28371e2f91b054b40bcf58b85e938a5cd88f1 +size 6887 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg index 312e9cb..f4acd06 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bd1bc418886fa6591740d5131d0f90c3f665b22b25bb986d1536d25d7a9d31e7 -size 44947 +oid 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https://git-lfs.github.com/spec/v1 -oid sha256:1713bc5e0b9d7ff67964e6d048e61f963580602d54862effbd0c3dbd5a77a760 -size 4267062 +oid sha256:b33986142a82d0650e847b5dc0598c51eb47cc98eb64fd02852b9ddf2e12d926 +size 4267078 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg index 0238e12..bc9176c 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:86889100d4727d32d886ed65e775d864f9a0e45e83b7fb496b239e657dab551e -size 177159 +oid sha256:8166c486cfe7860b92c96a3c06681c4b6b35c19c2f6e57fecd06491e0ca01c92 +size 177164 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg index aefe83c..4cdb430 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:23e6a99f295662ef8b1ccb75fa30aae6255b25ca6df896b30f5de35a6128ad4d -size 262728 +oid sha256:76f6b0f2b1c3ad60604c28f4d3f3236505a9f1582241594d691d498e49ff1ddc +size 262731 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index 21987f8..ade106f 100755 --- a/engine/macos-arm64/tinqs.macos.editor.arm64.mono +++ b/engine/macos-arm64/tinqs.macos.editor.arm64.mono @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6d961b0478eba4459f0c7e5eb6c03454ac495077ba893d7de00b9ca1cdcc104a +oid sha256:b14c3970469912eab2f56e571872987293dcc62ab6ce7df5a59f71cebc322bb2 size 136862496 diff --git a/manifest.json b/manifest.json index 4cacaa9..e47ff10 100644 --- a/manifest.json +++ b/manifest.json @@ -1,19 +1,19 @@ { - "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", + "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) — everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.d88e0a051", + "version": "4.7.2.stable.mono.custom_build.615e852fc", "engine_repo": "tinqs/engine", - "engine_commit": "d88e0a05", - "sha256": "6d961b0478eba4459f0c7e5eb6c03454ac495077ba893d7de00b9ca1cdcc104a", + "engine_commit": "615e852f", + "sha256": "b14c3970469912eab2f56e571872987293dcc62ab6ce7df5a59f71cebc322bb2", "target": "editor", "built_on": "2026-10-05", - "built_by": "Ozan/Kraken via Claude (shadow pass diet + device-lost diagnostics on top of the video adapter memory query)", + "built_by": "Ozan/Kraken via Claude (GPU culling Stage B2 band skip on top of d88e0a05)", "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Mac only. Engine d88e0a05 on top of 51ed21d5: GPU-driven MultiMesh culling Stage A (compute frustum cull + compaction + indirect draw; RenderingServer.multimesh_set_gpu_cull) and Stage B (per-instance LOD bands on the GPU, multimesh_set_gpu_lods), real Metal GPU timestamps (renderGpuMs no longer 0 on Metal), staggered far cascades + per-pass region clears, fit_to_visible_depth (SDSM-lite, default off), Metal static argument-buffer copy-queue stall fix, Vulkan breadcrumb barrier fix (#185). GodotSharp regenerated (GetVideoAdapterMemory + MultimeshSetGpuCull/Lods present). windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main, then pin." + "note": "Mac only. Engine HEAD 615e852f = code c76f2ecc (docs commits on top): everything d88e0a05 had (GPU-driven MultiMesh culling Stage A+B, Metal GPU timestamps, shadow diet, device-lost diagnostics, video adapter memory) plus Stage B2 — CPU band skip for gpu-culled MultiMeshes (only the LOD bands a MultiMesh's camera-distance range can fill are submitted; shadow passes only the shadow-mask bands; fixes the x4.7 draw explosion of gpucull veg on). No new bindings; GodotSharp regenerated from this binary (MultimeshSetGpuLods present). Smoke on Kraken: 0 wrapper errors, large + huge village staged, 38 fps at the hearth with the static cache off. Game side: static shadow cache now defaults OFF on Apple silicon (game 94ed7d415). windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main (handover: ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md), then pin." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", @@ -32,4 +32,4 @@ "note": "Engine b1bc0aef = 4.7.2 + directional static shadow cache (world-anchored static atlas + live cascades, min() in shader) + stepped shadow sun two-set crossfade (4caca443, 76bc5884). GodotSharp REGENERATED from this build (glue verified: Terrain3D present) - install binary + GodotSharp together via the update-engine skill. Local test on kraken: boots, assemblies load, zero wrapper errors, world ticks. Terrain3D + agent_skinned remain native modules." } } -} \ No newline at end of file +}