engine(windows-x64): publish e64890fd3 — G4 mergeable-draw counter on the 4fde0e94 pair; GodotSharp regenerated (new enum); headless boot clean
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@@ -13,3 +13,10 @@ Steps (same flags as the `windows-x64` manifest block, Vulkan only — no D3D12
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2. `--generate-mono-glue` + `build_assemblies.py` (Api + Tools).
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3. Smoke: host a world, 0 `Wrapper class not found`; `env gpucull status` shows `(N mergeable)`.
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4. Publish `engine/windows-x64/` + manifest + README rows, `tinqs push`.
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## 2026-10-18 Windows side done (Forge/ZCode)
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Windows published `e64890fd3` (built at `e64890fd3b` — same hash as the Mac and the pin). Whole GodotSharp
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published (Api + Tools, new enum baked in). Headless game boot clean, 0 binding errors. Step 3's in-world bit
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(host a world, 0 wrapper errors, `env gpucull status` showing `(N mergeable)`) still owed — same list as the
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G2 handoff: multimesh_cull_pool oracle on D3D12, --gpu-validation (Graphics Tools), gpucull census.
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