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@@ -0,0 +1,6 @@
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|||||||
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# SOUL — tinqs/builds
|
||||||
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||||||
|
Inherits the shared Tinqs identity, values, and confidentiality rules from the hub:
|
||||||
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`tinqs-ltd/docs/.agents/SOUL.md`. Read that first.
|
||||||
|
|
||||||
|
Nothing repo-specific to add — this is a build artifact store, not a product with its own voice.
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# Handoff → Forge (Ozan's Windows box): build Windows 4.7 + ship GodotSharp
|
||||||
|
|
||||||
|
**Date:** 2026-06-19 · **From:** macOS 4.7 native-module migration · **For:** Windows build owner
|
||||||
|
|
||||||
|
## Why
|
||||||
|
|
||||||
|
The engine moved to **Godot 4.7** and **Terrain3D + agent_skinned are now native engine modules**
|
||||||
|
(compiled into the binary — no GDExtension `.framework`). macOS is done and shipped in this repo
|
||||||
|
(`engine/macos-arm64/`). **Windows is still 4.6.5 with the GDExtension** and must be brought up to
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||||||
|
4.7 the same way, or Windows teammates can't run the new `ariki-game` (the game-side cutover removed
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|
the terrain GDExtension).
|
||||||
|
|
||||||
|
## The critical bit (don't skip)
|
||||||
|
|
||||||
|
After the 4.7 build you **must regenerate GodotSharp and ship it next to the binary.** A native
|
||||||
|
module changes the engine's class list; the C# bindings (`GodotSharp`) must be regenerated to
|
||||||
|
include `Terrain3D` / `MultiSkinnedMeshInstance3D`, or the game throws
|
||||||
|
`Wrapper class not found for type: Terrain3D` (terrain = water, animals frozen). The engine does
|
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|
**not** regenerate GodotSharp at runtime.
|
||||||
|
|
||||||
|
## Steps (Windows)
|
||||||
|
|
||||||
|
1. **Sync engine source** to the current `tinqs/engine` `main` (single 4.7 snapshot, `4ba7b5b`).
|
||||||
|
```
|
||||||
|
cd engine
|
||||||
|
tinqs pull # or: git fetch origin && git checkout main && git reset --hard origin/main
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|
```
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|
2. **Build the editor**:
|
||||||
|
```
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|
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes
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|
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes windows_subsystem=console # console binary
|
||||||
|
```
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||||||
|
3. **Regenerate the mono glue + GodotSharp assemblies** (this is the step that fixes the wrapper errors):
|
||||||
|
```
|
||||||
|
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
|
||||||
|
```
|
||||||
|
Confirm `bin\GodotSharp\Api\Debug\GodotSharp.dll` exists and that
|
||||||
|
`modules\mono\glue\...\Generated\Constructors.cs` contains `Terrain3D` (grep it).
|
||||||
|
4. **If you hit the same build errors I did** (already fixed in `main`, but for reference): a core
|
||||||
|
module can't expose an editor-API type — `Terrain3D::set_plugin` must take `Object*` not
|
||||||
|
`EditorPlugin*`; `Terrain3DAssetResource` must be `GDREGISTER_ABSTRACT_CLASS`; drop the redundant
|
||||||
|
`Terrain3DRegion::duplicate` bind. These are already in `main` — a clean pull should have them.
|
||||||
|
5. **Drop into this builds repo** (`engine/windows-x64/`):
|
||||||
|
- `tinqs.windows.editor.x86_64.mono.exe` (+ `.console.exe`)
|
||||||
|
- the whole `GodotSharp/` folder ← **new requirement; was previously .gitignored**
|
||||||
|
6. **Update `manifest.json`** windows-x64 block: version `4.7…`, `engine_commit` `4ba7b5b`, new
|
||||||
|
sha256s, add `"godotsharp": "engine/windows-x64/GodotSharp"`, clear the "pending" note.
|
||||||
|
7. `tinqs push`.
|
||||||
|
|
||||||
|
## Verify
|
||||||
|
|
||||||
|
On a Windows machine with `ariki-game`: run the update-engine skill (`.agents/skills/update-engine`,
|
||||||
|
Windows path), launch `game.sh run`. Healthy = terrain renders, animals animate, **0**
|
||||||
|
`Wrapper class not found`, no `.NET assemblies not found`.
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- `.gitattributes` already LFS-tracks `engine/**`, so the binary + GodotSharp go to LFS automatically.
|
||||||
|
- The macOS side in this repo is the reference for exactly what the layout should look like.
|
||||||
|
- Game-side cutover (GDExtension removal, `project.godot`→4.7) is committed on `ariki-game` `main`
|
||||||
|
(held pending team sync) — Windows teammates need this engine before that lands for them.
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
# 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`.
|
||||||
Whitespace-only changes.
Whitespace-only changes.
@@ -0,0 +1,17 @@
|
|||||||
|
# ARCHITECTURE — tinqs/builds
|
||||||
|
|
||||||
|
Build artifact repo, not a codebase. There's no runtime architecture to document — the "system"
|
||||||
|
is a flat, LFS-backed artifact store plus a manifest.
|
||||||
|
|
||||||
|
## Layout
|
||||||
|
|
||||||
|
- `engine/<platform>/` — engine editor binaries + their matched `GodotSharp/` C# bindings
|
||||||
|
- `manifest.json` — exact versions/commits for each shipped artifact
|
||||||
|
- `.gitattributes` — Git LFS rules for binaries and GodotSharp
|
||||||
|
|
||||||
|
## Law
|
||||||
|
|
||||||
|
Binary and `GodotSharp/` for a given engine build are a **matched pair** — always install/replace
|
||||||
|
together. See root `README.md` for the full rule and current per-platform status table.
|
||||||
|
|
||||||
|
See `architecture/` for any future per-system breakdowns (none yet — repo is single-purpose).
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
# Architecture docs
|
||||||
|
|
||||||
|
Per-system architecture notes go here as this repo grows beyond a flat artifact store.
|
||||||
|
Currently empty — see `../ARCHITECTURE.md` for the current-state summary.
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
# Master plan — tinqs/builds
|
||||||
|
|
||||||
|
## Current state
|
||||||
|
|
||||||
|
Build artifact repo: stores engine editor binaries + matched `GodotSharp/` C# bindings for the
|
||||||
|
Tinqs/Ariki stack, plus `manifest.json` tracking exact shipped versions. Source lives in
|
||||||
|
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
|
||||||
|
|
||||||
|
- macOS arm64: engine 4.7, native Terrain3D module, GodotSharp shipped.
|
||||||
|
- Windows x64: engine 4.6.5 (pre-4.7), GDExtension Terrain3D, 4.7 upgrade pending Forge —
|
||||||
|
see `.agents/handoffs/forge-windows-4.7.md`.
|
||||||
|
|
||||||
|
## In flight
|
||||||
|
|
||||||
|
- Windows 4.7 engine build + matching GodotSharp (blocked on Forge machine — see handoff).
|
||||||
|
- Longer-term: CI (Gitea Actions) building on push and publishing here / to S3 — tracked in
|
||||||
|
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` (hub repo, not here).
|
||||||
|
|
||||||
|
## Recently shipped
|
||||||
|
|
||||||
|
- macOS arm64 rebuilt on 4.7 with native Terrain3D + agent_skinned modules, Tinqs branding restored,
|
||||||
|
GodotSharp regenerated to match.
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
engine/** filter=lfs diff=lfs merge=lfs -text
|
engine/** filter=lfs diff=lfs merge=lfs -text
|
||||||
|
media/** filter=lfs diff=lfs merge=lfs -text
|
||||||
*.pck filter=lfs diff=lfs merge=lfs -text
|
*.pck filter=lfs diff=lfs merge=lfs -text
|
||||||
*.exe filter=lfs diff=lfs merge=lfs -text
|
*.exe filter=lfs diff=lfs merge=lfs -text
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
# GodotSharp (the engine's C# bindings) IS now tracked and shipped alongside each binary.
|
||||||
|
# It is a matched pair with the binary — see README.md / .agents/skills/update-engine.
|
||||||
|
# (Previously windows-x64/GodotSharp was ignored; that was wrong — teammates need it.)
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
# AGENTS.md — tinqs/builds
|
||||||
|
|
||||||
|
## Identity
|
||||||
|
|
||||||
|
Build artifact repo for the Tinqs/Ariki engine stack — engine editor binaries + matched
|
||||||
|
`GodotSharp/` C# bindings, tracked in `manifest.json`. Not a codebase; source lives in
|
||||||
|
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`.
|
||||||
|
|
||||||
|
**Read the docs hub at session start:** `tinqs-ltd/docs/AGENTS.md` — shared identity, team roster,
|
||||||
|
cross-repo rules. This file is the thin, repo-specific entry point; per-repo detail lives in
|
||||||
|
`.agents/`.
|
||||||
|
|
||||||
|
## Knowledge map (`.agents/`)
|
||||||
|
|
||||||
|
| Path | Role | When |
|
||||||
|
|---|---|---|
|
||||||
|
| `.agents/SOUL.md` | Identity (inherits hub) | always-on |
|
||||||
|
| `.agents/wiki/master-plan.md` | Current state + in-flight work | always-on |
|
||||||
|
| `.agents/wiki/ARCHITECTURE.md` | Architecture law (entry point) | consult-when |
|
||||||
|
| `.agents/wiki/architecture/` | Per-system architecture docs | consult-when |
|
||||||
|
| `.agents/plans/` | Open/executing work (temporary — graduates to wiki) | consult-when |
|
||||||
|
| `.agents/skills/` | Agent playbooks | consult-when |
|
||||||
|
| `.agents/handoffs/` | Cross-machine task queue (e.g. `forge-windows-4.7.md`) | consult-when |
|
||||||
|
|
||||||
|
Root `README.md` and `manifest.json` are the human-facing/data source of truth for what's actually
|
||||||
|
shipped — read those for exact current contents.
|
||||||
|
|
||||||
|
## Git
|
||||||
|
|
||||||
|
- Branch: **main** only.
|
||||||
|
- Sync with `tinqs push` / `tinqs pull` (LFS-heavy repo — never raw `git push`/`git pull`).
|
||||||
|
- Commit with plain `git commit`.
|
||||||
@@ -1,11 +1,40 @@
|
|||||||
# tinqs/builds
|
# tinqs/builds
|
||||||
|
|
||||||
Build artifacts for the Tinqs stack — engine editor binaries and game exports.
|
Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings).
|
||||||
**Binaries are stored via Git LFS** (see `.gitattributes`). Source lives in `tinqs/engine`,
|
**Binaries and GodotSharp are stored via Git LFS** (see `.gitattributes`). Source lives in
|
||||||
`tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for what's here.
|
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for exact versions.
|
||||||
|
|
||||||
Long-term plan: CI (Gitea Actions) builds on push and publishes here / to S3 — see
|
> **Use `tinqs pull` / `tinqs push`, never raw git** — these are LFS-heavy.
|
||||||
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
|
|
||||||
|
## Installing / updating the engine
|
||||||
|
|
||||||
|
**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
|
||||||
|
[tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
|
||||||
|
Hand it to your agent; it `tinqs pull`s ariki-game + builds, installs the binary + GodotSharp into
|
||||||
|
`../engine/bin/`, wipes stale caches, and verifies. Covers macOS + Windows.
|
||||||
|
|
||||||
|
## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
|
||||||
|
|
||||||
|
Each engine binary ships with a `GodotSharp/` folder (Godot's C# bindings) **generated from that
|
||||||
|
exact engine build**. You must install them **together** and replace any old `GodotSharp`.
|
||||||
|
|
||||||
|
- The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a
|
||||||
|
**`.NET assemblies not found`** dialog pointing at `engine/bin/GodotSharp/Api/Debug`.
|
||||||
|
- A **stale** GodotSharp (from an older engine) against a newer binary throws
|
||||||
|
**`Wrapper class not found for type: Terrain3D`** → terrain renders as water, animals don't animate.
|
||||||
|
|
||||||
|
This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate
|
||||||
|
`addons/terrain_3d` GDExtension `.framework`). Built-in module classes need their wrappers baked
|
||||||
|
into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary.
|
||||||
|
|
||||||
## Current contents
|
## Current contents
|
||||||
- `engine/macos-arm64/tinqs.macos.editor.arm64.mono` — Godot 4.6.3 fork editor (mono), built on Kraken with Xcode 26.3.
|
|
||||||
|
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `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/`) |
|
||||||
|
| `engine/windows-x64/` | **4.7.2** (`2caca361`) — upstream bugfixes + static shadow cache + video adapter memory query | built-in module | ✅ yes (`GodotSharp/`) |
|
||||||
|
|
||||||
|
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).
|
||||||
|
|
||||||
|
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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