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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.
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Nothing repo-specific to add — this is a build artifact store, not a product with its own voice.
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Whitespace-only changes.
Whitespace-only changes.
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# ARCHITECTURE — tinqs/builds
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Build artifact repo, not a codebase. There's no runtime architecture to document — the "system"
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is a flat, LFS-backed artifact store plus a manifest.
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## Layout
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- `engine/<platform>/` — engine editor binaries + their matched `GodotSharp/` C# bindings
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- `manifest.json` — exact versions/commits for each shipped artifact
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- `.gitattributes` — Git LFS rules for binaries and GodotSharp
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## Law
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Binary and `GodotSharp/` for a given engine build are a **matched pair** — always install/replace
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together. See root `README.md` for the full rule and current per-platform status table.
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See `architecture/` for any future per-system breakdowns (none yet — repo is single-purpose).
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# Architecture docs
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Per-system architecture notes go here as this repo grows beyond a flat artifact store.
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Currently empty — see `../ARCHITECTURE.md` for the current-state summary.
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# Master plan — tinqs/builds
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## Current state
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Build artifact repo: stores engine editor binaries + matched `GodotSharp/` C# bindings for the
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Tinqs/Ariki stack, plus `manifest.json` tracking exact shipped versions. Source lives in
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`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
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- macOS arm64: engine 4.7, native Terrain3D module, GodotSharp shipped.
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- Windows x64: engine 4.7, built on Forge, GodotSharp shipped.
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## In flight
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- Longer-term: CI (Gitea Actions) building on push and publishing here / to S3 — tracked in
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` (hub repo, not here).
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## Recently shipped
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- macOS arm64 rebuilt on 4.7 with native Terrain3D + agent_skinned modules, Tinqs branding restored,
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GodotSharp regenerated to match.
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engine/** filter=lfs diff=lfs merge=lfs -text
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engine/** filter=lfs diff=lfs merge=lfs -text
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media/** filter=lfs diff=lfs merge=lfs -text
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*.pck filter=lfs diff=lfs merge=lfs -text
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*.pck filter=lfs diff=lfs merge=lfs -text
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*.exe filter=lfs diff=lfs merge=lfs -text
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*.exe filter=lfs diff=lfs merge=lfs -text
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# GodotSharp (the engine's C# bindings) IS now tracked and shipped alongside each binary.
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# It is a matched pair with the binary — see README.md / .agents/skills/update-engine.
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# (Previously windows-x64/GodotSharp was ignored; that was wrong — teammates need it.)
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# AGENTS.md — tinqs/builds
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## Identity
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Build artifact repo for the Tinqs/Ariki engine stack — engine editor binaries + matched
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`GodotSharp/` C# bindings, tracked in `manifest.json`. Not a codebase; source lives in
|
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`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`.
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**Read the docs hub at session start:** `tinqs-ltd/docs/AGENTS.md` — shared identity, team roster,
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cross-repo rules. This file is the thin, repo-specific entry point; per-repo detail lives in
|
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`.agents/`.
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## Knowledge map (`.agents/`)
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||||||
|
| Path | Role | When |
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|
|---|---|---|
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|
| `.agents/SOUL.md` | Identity (inherits hub) | always-on |
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| `.agents/wiki/master-plan.md` | Current state + in-flight work | always-on |
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||||||
|
| `.agents/wiki/ARCHITECTURE.md` | Architecture law (entry point) | consult-when |
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|
| `.agents/wiki/architecture/` | Per-system architecture docs | consult-when |
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| `.agents/plans/` | Open/executing work (temporary — graduates to wiki) | consult-when |
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||||||
|
| `.agents/skills/` | Agent playbooks | consult-when |
|
||||||
|
| `.agents/handoffs/` | Cross-machine task queue (e.g. `forge-windows-4.7.md`) | consult-when |
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|
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Root `README.md` and `manifest.json` are the human-facing/data source of truth for what's actually
|
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shipped — read those for exact current contents.
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||||||
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## Git
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- Branch: **main** only.
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- Sync with `tinqs push` / `tinqs pull` (LFS-heavy repo — never raw `git push`/`git pull`).
|
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- Commit with plain `git commit`.
|
||||||
@@ -1,11 +1,40 @@
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# tinqs/builds
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# tinqs/builds
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||||||
Build artifacts for the Tinqs stack — engine editor binaries and game exports.
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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`,
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**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`.
|
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||||||
|
## Installing / updating the engine
|
||||||
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|
**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
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||||||
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[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
|
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`../engine/bin/`, wipes stale caches, and verifies. Covers macOS + Windows.
|
||||||
|
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||||||
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## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
|
||||||
|
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||||||
|
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`.
|
||||||
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|
||||||
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- The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a
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**`.NET assemblies not found`** dialog pointing at `engine/bin/GodotSharp/Api/Debug`.
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||||||
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- 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.
|
||||||
|
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||||||
|
This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate
|
||||||
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`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.
|
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||||||
|
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
||||||
|
|---|---|---|---|
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||||||
|
| `engine/macos-arm64/` | **4.7.2** (`73d20a40`) — `d4940046` plus the #250 parallel-recording nesting fix and the Texture2DRD bind-race fix | built-in module | ✅ yes (`GodotSharp/`) |
|
||||||
|
| `engine/windows-x64/` | **4.7.2** (`73d20a40b`) — same hash as macos-arm64: parallel replay+recording (game ships both ON) + VUID-00050 pool reset + the #250 recording-nest FATAL fix + the Texture2DRD bind-race fix (milky ocean); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
|
||||||
|
|
||||||
|
Mac is engine `73d20a40` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.73d20a40b`): `d4940046` plus `219b914c` (#250, parallel draw-list sub-recordings nest; Windows Ultra-bench FATAL) and `73d20a40` (RD texture wrappers allocate their RS texture before the render-thread bind, fixing the milky ocean under the separate render thread); GodotSharp regenerated, API unchanged. **Windows is also engine `73d20a40b` as of 2026-10-19** — Forge fast-published on the owner's request after GodotSharp regen (oracle + headless smoke on this exact hash still owed; both fixes sit in the engine's own oracle coverage). Before this, Windows `d49400463` verified the VUID-00050 pool-reset fix with a validated oracle run (10/10, zero VUIDs) and carried the parallel features' fps-lane results (no regression, rGPU 8.1→6.8 ms, soak + eye check pass, game ships both ON); `draw_indirect_count` d3d12 22/0 with debug layer, `multimesh_cull_pool` d3d12 4524/4524 (pooled-cull gate met); Vulkan SDK + Graphics Tools installed on Forge. Still owed on Windows: oracle on `73d20a40b`, a `--gpu-validation` in-game soak, tests=yes unit suites, crash checklist. Underneath: `e64890fd` (Apple autorelease-drain + G4 census) on `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) on the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`).
|
||||||
|
|
||||||
|
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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