Merge branch 'main' of ssh.tinqs.com:tinqs/builds
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@@ -21,3 +21,19 @@ with sha256s, note in `manifest.json`.
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ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`:
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ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`:
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run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and
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run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and
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`end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for.
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`end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for.
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## Next: both platforms to 7fb81364 (crash-report review fixes)
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Engine main is `7fb81364` (`a040761b` + `7fb81364` on top of `0ec39c95`): freeze-report note/context read under a lock,
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debugger pauses never count as stall time, macOS sidecar `thread_id`, one first-wins atomic claims a Windows crash.
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No API change — GodotSharp is unchanged. Mac has built `7fb81364` (Kraken, `4.7.2.stable.mono.custom_build.7fb81364b`)
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but does NOT publish it yet: the game pins `4.7.2@0ec39c954`, so a lone Mac publish would lock every Mac out.
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Windows (Forge):
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1. Build `7fb81364` with the manifest flags. The Windows files changed here were NOT compiled on the Mac:
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`platform/windows/crash_handler_windows_seh.cpp`, `platform/windows/crash_report_windows.{h,cpp}` — if they fail,
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write the error here.
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2. If you have a `tests=yes` build: `--test --test-case="*CrashReport*,*FreezeDetector*,*FreezeWatchdog*,*AgentLog*"`.
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3. Publish windows-x64 `7fb81364`, then tell Kraken: Mac publishes its `7fb81364` binary and the pin moves to
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`4.7.2@7fb81364b` in the same game push.
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