Merge origin/main: take origin's manifest (2026-09-28 Kraken update)

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ozan committed 2026-10-05 19:03:30 +01:00
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# Handoff → Forge (Ozan's Windows box): rebuild windows-x64 with the static shadow cache (2026-09-28)
**From:** Fable orchestrator on the Mac · **Why:** `tinqs/engine` main gained the directional static shadow cache
(Part 1) and the stepped-sun crossfade (Part 2) — Forward+ renderer, new project settings, six+four
`RenderingServer` methods, a second depth atlas. The game (`ariki-game` ≥ 19490e358) calls the new methods by
name and degrades loudly on an engine without them, so Windows teammates keep working on the old binary but get
no cache. Rollout plan: `ariki-game/.agents/handoffs/2026-09-28-static-shadow-cache-rollout.md`.
## Steps (mirror of `forge-windows-4.7.md`, same toolchain as the fec9847 build)
1. `cd engine && tinqs pull` → `git log --oneline -1` must show the Part 2 commit named in the rollout plan.
2. Build (the flags recorded in `manifest.json` for fec9847):
```
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes windows_subsystem=console
```
3. Regenerate glue + GodotSharp (matched-pair law — do not skip even though no C# binding is *required* by the
compiler; the manifest promises the pair):
```
bin\tinqs.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules\mono\glue
python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin --godot-platform=windows
```
4. Copy into this repo: `engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe`, `...mono.console.exe`, and the
whole `GodotSharp/` (replace, never merge).
5. `manifest.json` → `engine.windows-x64`: `version` (from `--version`), `engine_commit`, both sha256s, `built_on`,
`built_by`, `note` ("static shadow cache Part 1 + Part 2; GodotSharp regenerated"). Leave `macos-arm64` alone.
6. `tinqs push` (LFS).
## Verify
On a Windows `ariki-game` checkout: run the `update-engine` skill, `game.sh run`, host a world, then
`POST /command {"command":"env","key":"staticshadow","value":"on"}` — the log must NOT print
`[STATIC-SHADOW] engine without the cache`, and `GET /perf` must show `staticShadow` with `enabled: true`.
Terrain renders, animals animate, 0 `Wrapper class not found`.
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---|
| `engine/macos-arm64/` | **4.7** (`fec9847`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/macos-arm64/` | **4.7.2** (`d19a94aa`) — upstream bugfixes + static shadow cache | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7** (`fec9847`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
Both platforms are on engine `fec9847` (spring-bone collision fix + lateral coupling + Planet-Dot splash). 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 4.7.2 as of 2026-09-28. `--version` prints `4.7.2.stable.mono.custom_build.a0eacea82`. Windows is still `fec9847` (2026-08-21). 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`.
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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.",
"_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.stable.mono.custom_build.fec98475e",
"version": "4.7.2.stable.mono.custom_build.a0eacea82",
"engine_repo": "tinqs/engine",
"engine_commit": "fec9847",
"sha256": "9ef73283dc36beee104e89cae7e7a3735b369f55d89b7915123ba033f10e4386",
"engine_commit": "d19a94aa",
"sha256": "9ecab82b06b030e68d5aaeb5a9eae518cc4f2b866622e073d4a07b93e8af907b",
"target": "editor",
"built_on": "2026-08-21",
"built_by": "Kimi/Kraken (spring-bone collision fix + lateral coupling \u2014 cloth lane)",
"built_on": "2026-09-28",
"built_by": "Ozan/Kraken (upstream 4.7.1+4.7.2 plus static shadow cache)",
"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": "Engine main fec9847: a5debaa fixes SpringBoneCollision3D::get_transform_from_skeleton transform order \u2014 cloth colliders drifted ~(pelvisBasis-I)*worldPos OFF-ORIGIN (everywhere in game; invisible at origin/bed), A/B-verified; fec9847 adds lateral_coupling (game code calls it \u2014 older binaries silently lose it). GodotSharp REGENERATED from this build (glue now includes lateral_coupling) \u2014 install binary + GodotSharp together via the update-engine skill. Terrain3D + agent_skinned remain native modules."
"note": "Mac only. Engine source d19a94aa (private repo): upstream Godot 4.7.1+4.7.2 patched onto the Tinqs 4.7 snapshot, plus the directional static shadow cache. --version prints 4.7.2.stable.mono.custom_build.a0eacea82 because the binary was linked just before that commit; the tree is d19a94aa. GodotSharp ships with this binary — install both via the update-engine skill. Windows in this repo is still fec9847."
},
"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.b1bc0aefce",
"version": "4.7.stable.mono.custom_build.fec98475e",
"engine_repo": "tinqs/engine",
"engine_commit": "b1bc0aef",
"sha256": "b4fb7833539c026c4d17076a45d56c53d3f671669570cb744b7e8859c21f2789",
"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
"engine_commit": "fec9847",
"sha256": "f7da405fa30553404b955d6ef409760918d48b1756436f33ca7382d27fa96520",
"sha256_console": "a55a32f041b073b40de98c9c34e99d91c324b8910e20b31e9659292b0c032db2",
"target": "editor",
"built_on": "2026-09-28",
"built_by": "Kraken driver (Ozan's Windows box)",
"built_on": "2026-08-21",
"built_by": "Forge (Ozan's Windows box — matching Kraken macos-arm64 fec9847)",
"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit flags, mono glue + GodotSharp assemblies",
"scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
"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) \u2014 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."
"scons_flags": "platform=windows target=editor module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
"note": "Windows remains fec9847 from 2026-08-21 (spring-bone collider fix + lateral_coupling). It does not match the 2026-09-28 Mac 4.7.2 binary. Install binary + GodotSharp together via the update-engine skill."
}
}
}
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