ozan
c1b7e0809a
engine(windows-x64): publish a967d12bf — parallel draw-list replay + recording (default off); GodotSharp regenerated; engine-side tests: oracle 10/10 (VUID-00050 finding recorded), DIC d3d12 22/0 validated, cull_pool 4524/4524 validated
2026-10-19 01:50:44 +01:00
ozan
ddb10953c6
engine(windows-x64): publish e64890fd3 — G4 mergeable-draw counter on the 4fde0e94 pair; GodotSharp regenerated (new enum); headless boot clean
2026-10-18 22:00:20 +01:00
ozan
bb9c51a665
engine(windows-x64): publish 4fde0e94d — G2 pooled cull on top of 9dcc5d45; GodotSharp regenerated (pooled/band APIs); pin version-only until Mac publishes
2026-10-18 05:06:52 +01:00
ozan
bdb2dc8ca8
engine(windows-x64): publish 9dcc5d458 — SSCS + hero shadow min-combine + shadow fixes + draw_indirect_count (D3D12); GodotSharp regenerated (Api + Tools); oracle 22/24 (base-instance gap)
2026-10-18 04:35:59 +01:00
ozan
871000bcf4
engine(windows-x64): publish 7fb81364b — crash-handler fixes (first-wins claim, freeze note/context); GodotSharp regenerated
2026-10-17 22:50:13 +01:00
ozan
f277a0e30a
engine(windows-x64): publish 0ec39c954 — GPU diet + R0 P5 crash/freeze/device-lost reporting, GodotSharp regenerated
2026-10-17 22:25:43 +01:00
ozan
1f19c87607
fix(windows-x64): relink editor binary at 1e7be28b1 — baked version string now matches the commit (was d88e0a051, fails required_engine_build gate); manifest sha256 corrected
2026-10-05 20:03:18 +01:00
ozan
d4cf0b7a19
engine/windows-x64: 4.7.2 1e7be28b1 — Stage C HZB + multimesh_cull + parallel shadow-fill; template_release + editor + GodotSharp; first game export published (pck excluded, LFS size)
2026-10-05 19:06:33 +01:00
ozan
fe4c0c6fc9
engine/windows-x64: 4.7.2 b1bc0aef — static shadow cache + stepped sun crossfade; GodotSharp regenerated (Terrain3D verified); tested on kraken (boots, assemblies load, zero wrapper errors, world ticks); manifest updated
2026-09-28 02:26:30 +01:00
ozan
d37d77f6ab
engine(windows-x64): fec9847 — spring-bone collision fix + lateral coupling
...
Match the Kraken macos-arm64 drop: same engine commit, regenerated GodotSharp (lateral_coupling), Planet-Dot splash baked in.
2026-08-21 20:48:59 +01:00
ozan and Claude Opus 4.8
33d271c783
engine(windows-x64): publish 4.7 editor + GodotSharp C# assemblies
...
- Update windows-x64 to engine 4f2e02e5b7 (Godot 4.7, branded). New editor +
console binaries (was 4.6.5 / 420e74bf8, now discarded).
- Add GodotSharp/ (Api + Tools, 199MB) — REQUIRED for other agents/machines to
build & run the C# game against this binary (dotnet build links these). Mirrors
the consume model: build once, everyone consumes.
- manifest.json: version/commit/sha256 bumped, godotsharp path + install note added.
macos-arm64 still 4.6.5 — Kraken to rebuild for 4.7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 04:18:27 +01:00
ozan
19e3cc84bd
build(windows): engine 420e74bf8e (4.6.5) — agent_skinned mat4x3 palette, far-LOD dominant-bone
2026-06-16 01:41:48 +01:00
ozan and DeepSeek V4 Pro
d895a18537
engine(windows-x64): rebuild 64fb5cc (agent_skinned, 4.6.4, branded)
...
Windows editor binary rebuilt from engine HEAD 64fb5cc3ae:
- agent_skinned module (GPU instanced skinned mesh)
- godot→tinqs branding rename complete
- 4.6.4 version bump
- D3D12 SDK support
- MSVC BuildTools 2022, SCons, mono glue, GodotSharp assemblies
SHA256 (editor): 601ec583007e122fe4f86570c5f8bfbb
SHA256 (console): 353e7a3ac365697820ca971d71b364b
Co-Authored-By: DeepSeek V4 Pro <noreply@deepseek.com >
2026-06-14 00:34:48 +01:00
ozan and Claude Opus 4.8
506f5a2ce8
engine(windows-x64): branded editor build 67d0322 (mono) + manifest
...
First windows-x64 binary in tinqs/builds. Branded (Tinqs icon/splash/logos baked in);
version 4.6.3.stable.mono.custom_build.67d0322c0. Closes the engine-write-access TODO
(was: only macos-arm64 published).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-06-09 03:54:52 +01:00