ozan and Claude Opus 5.5
935b73e624
engine(macos-arm64): publish 0ec39c95 — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, R0 P5 crash/freeze/device-lost reporting + structured engine errors; GodotSharp regenerated; Windows handoff
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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-17 21:21:57 +01:00
ozan and Claude Fable 5.1
c737ff6c05
engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 19:21:54 +01:00
ozan and Claude Fable 5.1
b399bb810a
engine(macos-arm64): publish b0daf759 — GPU culling Stage C + housekeeping, static cache single-sample/hard-filter options, Metal profiler fix, parallel shadow fill; GodotSharp regenerated; smoke 0 wrapper errors
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 18:19:44 +01:00
ozan and Claude Fable 5.1
c6849a35d9
engine(macos-arm64): publish 615e852f (code c76f2ecc) — GPU culling Stage B2 CPU band skip; GodotSharp regenerated; smoke 0 wrapper errors, large+huge village staged
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 17:21:58 +01:00
ozan
7bb622364e
engine(macos-arm64): publish d88e0a05 — GPU-driven MultiMesh culling Stage A+B (multimesh_set_gpu_cull/_gpu_lods) + real Metal GPU timestamps + staggered far cascades + fit_to_visible_depth + Metal copy-queue stall fix + Vulkan breadcrumb barrier fix ( #185 ), on top of the shadow diet + memory query; GodotSharp regenerated (3 new bindings verified); windows-x64 untouched (still b1bc0aef), pin waits for Forge
2026-10-05 15:42:03 +01:00
ozan and Claude Fable 5.1
73429aa439
engine(macos-arm64): publish 51ed21d5 — shadow pass diet (static tile budget, live caster screen-size cull, inverted static contract switch) + GPU device-lost diagnostics, on top of 4.7.2 + static shadow cache + get_video_adapter_memory; GodotSharp regenerated; smoke on Kraken: 0 wrapper errors, inverted contract 1379 → 956 draws on the staged village; windows-x64 untouched (still b1bc0aef)
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 11:37:33 +01:00
ozan and Claude Fable 5.1
dabf77d90a
engine(macos-arm64): publish 2caca361 — 4.7.2 + static shadow cache + get_video_adapter_memory (UyGar's feat/video-adapter-memory merged to main); GodotSharp regenerated (GetVideoAdapterMemory present); Metal smoke on Kraken total 49152 / used 10 / budget -1; manifest + README updated, windows-x64 untouched (still b1bc0aef)
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 10:51:47 +01:00
ozan and Cursor
bb428cf63d
engine(macos-arm64): publish 4.7.2 with the static shadow cache
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Mac teammates install this binary and its GodotSharp together. Windows stays on fec9847. The engine source repo is unchanged and stays private.
Co-authored-by: Cursor <cursoragent@cursor.com >
2026-09-28 01:49:08 +01:00
ozan
d37d77f6ab
engine(windows-x64): fec9847 — spring-bone collision fix + lateral coupling
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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
eeae1a1f89
move update-engine skill to game repo (everyone has ariki-game, not engine); point README/manifest there
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 04:54:15 +01:00
ozan and Claude Opus 4.8
b0810fbdfd
engine(macos-arm64): 4.7 native-module build + ship GodotSharp; add update-engine skill
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- Replace macOS binary with the 4.7 build where Terrain3D + agent_skinned are native
engine modules (no GDExtension .framework). Fixed C# bindability (set_plugin->Object,
abstract Terrain3DAssetResource, drop dup duplicate bind) so glue generates.
- SHIP GodotSharp alongside the binary (matched pair) — stale/missing GodotSharp causes
"Wrapper class not found for Terrain3D" / ".NET assemblies not found". Engine does not
regenerate it. Un-ignore GodotSharp in .gitignore.
- manifest.json: macOS -> 4.7 (4ba7b5b) + new sha + godotsharp field; drop obsolete
terrain_3d GDExtension section; windows flagged 4.7-pending.
- Add .agents/skills/update-engine (mac+win self-serve install) + README + Forge handoff.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 02:35:00 +01:00
ozan and Claude Opus 4.8
7ad6daafc2
engine: macОS arm64 editor build (godot 4.6.3 fork, mono)
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Built on Kraken with Xcode 26.3. Binary via LFS. First artifact in the builds repo.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-08 00:17:28 +01:00
ozan
e73a5f59c0
Initial commit
2026-06-07 23:17:01 +00:00