engine(macos-arm64): publish 615e852f (code c76f2ecc) — GPU culling Stage B2 CPU band skip; GodotSharp regenerated; smoke 0 wrapper errors, large+huge village staged
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
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@@ -31,10 +31,10 @@ 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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| `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/`) |
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| `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/`) |
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| `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) |
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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).
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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).
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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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@@ -1,19 +1,19 @@
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{
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"_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.",
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"_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.",
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"engine": {
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.d88e0a051",
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"version": "4.7.2.stable.mono.custom_build.615e852fc",
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"engine_repo": "tinqs/engine",
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"engine_commit": "d88e0a05",
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"sha256": "6d961b0478eba4459f0c7e5eb6c03454ac495077ba893d7de00b9ca1cdcc104a",
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"engine_commit": "615e852f",
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"sha256": "b14c3970469912eab2f56e571872987293dcc62ab6ce7df5a59f71cebc322bb2",
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"target": "editor",
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"built_on": "2026-10-05",
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"built_by": "Ozan/Kraken via Claude (shadow pass diet + device-lost diagnostics on top of the video adapter memory query)",
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"built_by": "Ozan/Kraken via Claude (GPU culling Stage B2 band skip on top of d88e0a05)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"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."
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"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."
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},
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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@@ -32,4 +32,4 @@
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"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."
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}
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}
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}
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}
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