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# Handoff → Forge (Ozan's Windows box): rebuild windows-x64 with the static shadow cache (2026-09-28)
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**From:** Fable orchestrator on the Mac · **Why:** `tinqs/engine` main gained the directional static shadow cache
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(Part 1) and the stepped-sun crossfade (Part 2) — Forward+ renderer, new project settings, six+four
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`RenderingServer` methods, a second depth atlas. The game (`ariki-game` ≥ 19490e358) calls the new methods by
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name and degrades loudly on an engine without them, so Windows teammates keep working on the old binary but get
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no cache. Rollout plan: `ariki-game/.agents/handoffs/2026-09-28-static-shadow-cache-rollout.md`.
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## Steps (mirror of `forge-windows-4.7.md`, same toolchain as the fec9847 build)
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1. `cd engine && tinqs pull` → `git log --oneline -1` must show the Part 2 commit named in the rollout plan.
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2. Build (the flags recorded in `manifest.json` for fec9847):
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```
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scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes
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scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes windows_subsystem=console
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```
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3. Regenerate glue + GodotSharp (matched-pair law — do not skip even though no C# binding is *required* by the
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compiler; the manifest promises the pair):
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```
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bin\tinqs.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules\mono\glue
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python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin --godot-platform=windows
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```
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4. Copy into this repo: `engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe`, `...mono.console.exe`, and the
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whole `GodotSharp/` (replace, never merge).
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5. `manifest.json` → `engine.windows-x64`: `version` (from `--version`), `engine_commit`, both sha256s, `built_on`,
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`built_by`, `note` ("static shadow cache Part 1 + Part 2; GodotSharp regenerated"). Leave `macos-arm64` alone.
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6. `tinqs push` (LFS).
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## Verify
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On a Windows `ariki-game` checkout: run the `update-engine` skill, `game.sh run`, host a world, then
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`POST /command {"command":"env","key":"staticshadow","value":"on"}` — the log must NOT print
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`[STATIC-SHADOW] engine without the cache`, and `GET /perf` must show `staticShadow` with `enabled: true`.
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Terrain renders, animals animate, 0 `Wrapper class not found`.
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@@ -31,11 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff |
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| `engine/macos-arm64/` | **4.7.2** (`51ed21d5`) — static shadow cache + tile budget + live caster size cull + inverted contract switch, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`2caca361`) — upstream bugfixes + static shadow cache + video adapter memory query | built-in module | ✅ yes (`GodotSharp/`) |
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**Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge —
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see [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
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Mac is engine `51ed21d5` as of 2026-10-05 (`--version` prints `4.7.2.stable.mono.custom_build.51ed21d5d`): 4.7.2 + static shadow cache (tile budget, live caster screen-size cull, inverted-contract switch) + the video adapter memory query + GPU device-lost diagnostics (engine wiki `shadow-pass-diet-2026-10-05.md`, `gpu-device-lost-diagnostics.md`). Windows is `2caca361` (2026-10-03, built by UyGar: `b1bc0aef` + the video adapter memory query; no 2026-10-05 round yet) until Forge rebuilds from main. 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).
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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