From c737ff6c056c30a4a04d020e79aee3aa10642dd9 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Mon, 5 Oct 2026 19:21:54 +0100 Subject: [PATCH] =?UTF-8?q?engine(macos-arm64):=20publish=201e7be28b=20(sa?= =?UTF-8?q?me=20code=20as=20b0daf759,=20relinked=20to=20match=20the=20Wind?= =?UTF-8?q?ows=20pair=20d4cf0b7)=20=E2=80=94=20both=20platforms=20on=20one?= =?UTF-8?q?=20engine=20commit;=20GodotSharp=20regenerated?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5.1 Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2 --- README.md | 4 +- .../GodotSharp/Api/Debug/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Debug/GodotPlugins.pdb | 2 +- .../GodotSharp/Api/Debug/GodotSharp.dll | 2 +- .../GodotSharp/Api/Debug/GodotSharp.pdb | 2 +- .../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 | 2 +- .../GodotSharp/Api/Release/GodotSharp.pdb | 2 +- .../Api/Release/GodotSharpEditor.dll | 2 +- .../Api/Release/GodotSharpEditor.pdb | 4 +- .../Tools/GodotTools.BuildLogger.dll | 2 +- .../Tools/GodotTools.BuildLogger.pdb | 4 +- .../GodotSharp/Tools/GodotTools.Core.dll | 2 +- .../GodotSharp/Tools/GodotTools.Core.pdb | 2 +- .../Tools/GodotTools.IdeMessaging.dll | 2 +- .../Tools/GodotTools.IdeMessaging.pdb | 4 +- .../Tools/GodotTools.ProjectEditor.dll | 2 +- .../Tools/GodotTools.ProjectEditor.pdb | 2 +- .../GodotSharp/Tools/GodotTools.Shared.dll | 2 +- .../GodotSharp/Tools/GodotTools.Shared.pdb | 2 +- .../GodotSharp/Tools/GodotTools.dll | 2 +- .../GodotSharp/Tools/GodotTools.pdb | 2 +- .../Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg | 4 +- .../nupkgs/Godot.SourceGenerators.4.7.2.nupkg | 4 +- .../Tools/nupkgs/GodotSharp.4.7.2.nupkg | 4 +- .../Tools/nupkgs/GodotSharp.4.7.2.snupkg | 4 +- .../Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg | 4 +- .../nupkgs/GodotSharpEditor.4.7.2.snupkg | 4 +- .../macos-arm64/tinqs.macos.editor.arm64.mono | 2 +- manifest.json | 70 +++++++++---------- 33 files changed, 77 insertions(+), 77 deletions(-) diff --git a/README.md b/README.md index f4fb77b..cb549c0 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** (`b0daf759`) — GPU-driven MultiMesh culling Stage A+B+B2+C (HZB occlusion, default off) + static cache single-sample / hard-filter options + true Metal GPU profile + parallel shadow fill, on top of the shadow diet, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/macos-arm64/` | **4.7.2** (`1e7be28b`) — GPU-driven MultiMesh culling Stage A+B+B2+C (HZB occlusion, default off) + static cache single-sample / hard-filter options + true Metal GPU profile + parallel shadow fill, on top of the shadow diet, `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 `b0daf759` as of 2026-10-05 late evening (`--version` prints `4.7.2.stable.mono.custom_build.b0daf759b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of 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). +Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of 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 8860aea..9e209d7 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 sha256:577a1bacca7f12ff3ace7e338a707fef3ac3f1fc7d0a798cf4b5e6b0586669fc +oid sha256:0e53b0bd5219bee19e0c62bfde389efbb69bfeb46ce6394d2e86f7afefdcb2c2 size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index 58c8dd2..4468c07 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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https://git-lfs.github.com/spec/v1 -oid sha256:05bdf32f837e8d479d67f3475d5507bf6c5e654109b452be4e5ed90513b382fe -size 4267690 +oid sha256:8270243be15baeadbd140b7f00fba596917235090a1bfa6ddd570a77dc0e3560 +size 4267665 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 f86eab1..c02e9f2 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 sha256:5ce24c5193a9af6c4f63db3c8456af14a31b03f5a1830e8100b8cdca3f6af1c0 -size 177162 +oid sha256:5ed6ad4b961fdb4f15104075566477a15b17e74d04f85837b429ce7d45f9de1f +size 177168 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 b36941b..9228077 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 sha256:4912fc63f1af1d815e946631f846da19969a80a2e72d093a10368eb7e313014e -size 262723 +oid sha256:21fc8412b76f87b5777314452cc0ab45263b3f66ba26a9b4400dd61ad91b1239 +size 262729 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index fbc189b..ddbe428 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 sha256:7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac +oid sha256:5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a size 136895632 diff --git a/manifest.json b/manifest.json index 0147ec8..769ceec 100644 --- a/manifest.json +++ b/manifest.json @@ -1,35 +1,35 @@ -{ - "_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.", - "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.b0daf759b", - "engine_repo": "tinqs/engine", - "engine_commit": "b0daf759", - "sha256": "7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac", - "target": "editor", - "built_on": "2026-10-05", - "built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)", - "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 b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main (builds/.agents/handoffs/forge-windows-render-bench-2026-10-05.md), then pin." - }, - "windows-x64": { - "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.1e7be28b1", - "engine_repo": "tinqs/engine", - "engine_commit": "1e7be28b1", - "sha256": "60217997eae4b5c97d1651cc115adb03a616550ef5d98cc9192abd298d257c8d", - "sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f", - "target": "editor", - "built_on": "2026-10-05", - "built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)", - "toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes", - "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16", - "note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; template_release (same commit) also published; game export at exports/windows-x64/ (ariki-windows.exe 2026-10-05 18:48; .pck excluded \u2014 14.4 GB exceeds LFS)" - } - } -} \ No newline at end of file +{ + "_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.1e7be28b1", + "engine_repo": "tinqs/engine", + "engine_commit": "1e7be28b", + "sha256": "5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a", + "target": "editor", + "built_on": "2026-10-05", + "built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)", + "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. Engine 1e7be28b = b0daf759 code + a docs commit, relinked so macOS and Windows carry the SAME engine commit for the required_engine_build pin (4.7.2@1e7be28b). Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 is 1e7be28b1 too (Forge, d4cf0b7); pin set in ariki-game project.godot." + }, + "windows-x64": { + "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.1e7be28b1", + "engine_repo": "tinqs/engine", + "engine_commit": "1e7be28b1", + "sha256": "60217997eae4b5c97d1651cc115adb03a616550ef5d98cc9192abd298d257c8d", + "sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f", + "target": "editor", + "built_on": "2026-10-05", + "built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)", + "toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes", + "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16", + "note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; template_release (same commit) also published; game export at exports/windows-x64/ (ariki-windows.exe 2026-10-05 18:48; .pck excluded — 14.4 GB exceeds LFS)" + } + } +}