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No files matched your search
@@ -0,0 +1,6 @@
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|||||||
|
# SOUL — tinqs/builds
|
||||||
|
|
||||||
|
Inherits the shared Tinqs identity, values, and confidentiality rules from the hub:
|
||||||
|
`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.
|
||||||
@@ -1,62 +0,0 @@
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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
|
|
||||||
4.7 the same way, or Windows teammates can't run the new `ariki-game` (the game-side cutover removed
|
|
||||||
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
|
|
||||||
**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
|
|
||||||
```
|
|
||||||
2. **Build the editor**:
|
|
||||||
```
|
|
||||||
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
|
|
||||||
```
|
|
||||||
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.
|
|
||||||
Whitespace-only changes.
Whitespace-only changes.
@@ -1,89 +0,0 @@
|
|||||||
---
|
|
||||||
name: update-engine
|
|
||||||
description: Install/update the local Tinqs engine (binary + GodotSharp C# bindings) from this builds repo so ariki-game runs on the current engine. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64).
|
|
||||||
---
|
|
||||||
|
|
||||||
# Update the Tinqs engine from `builds`
|
|
||||||
|
|
||||||
**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from this
|
|
||||||
repo into `../engine/bin/`, which is where `ariki-game` looks for it.
|
|
||||||
|
|
||||||
## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR
|
|
||||||
|
|
||||||
The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the
|
|
||||||
same engine source** and must be installed **together**. The binary does **not** regenerate
|
|
||||||
`GodotSharp` — it must sit next to the binary on disk. Mismatch symptoms:
|
|
||||||
|
|
||||||
| Symptom | Cause |
|
|
||||||
|---|---|
|
|
||||||
| `.NET assemblies not found` dialog (looks for `engine/bin/GodotSharp/Api/Debug`) | no `GodotSharp` present |
|
|
||||||
| `Wrapper class not found for type: Terrain3D` / `MultiSkinnedMeshInstance3D` — terrain renders as water, animals don't animate | **stale** `GodotSharp` from an older engine that predates the built-in Terrain3D / agent_skinned modules |
|
|
||||||
|
|
||||||
So: always **replace `GodotSharp` wholesale** when you take a new binary, and clear the game's C#
|
|
||||||
cache so it rebuilds against the new bindings.
|
|
||||||
|
|
||||||
## Assumed layout
|
|
||||||
|
|
||||||
```
|
|
||||||
tinqs-ltd/
|
|
||||||
ariki-game/ ← the game (looks for ../engine/bin/…)
|
|
||||||
engine/bin/ ← install target: binary + GodotSharp live here
|
|
||||||
builds/ ← this repo (prebuilt engine)
|
|
||||||
```
|
|
||||||
Adjust paths below if your checkout differs.
|
|
||||||
|
|
||||||
## 1. Pull the latest build
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd <…>/builds
|
|
||||||
tinqs pull # never `git pull` — tinqs handles LFS (the binary + GodotSharp are LFS)
|
|
||||||
```
|
|
||||||
Check `builds/manifest.json` for the current version/commit per platform.
|
|
||||||
|
|
||||||
## 2a. Install — macOS (arm64)
|
|
||||||
|
|
||||||
```bash
|
|
||||||
BUILDS="<…>/builds"; ENGINE="<…>/engine/bin"; GAME="<…>/ariki-game"
|
|
||||||
mkdir -p "$ENGINE"
|
|
||||||
# 1) binary
|
|
||||||
cp "$BUILDS/engine/macos-arm64/tinqs.macos.editor.arm64.mono" "$ENGINE/"
|
|
||||||
chmod +x "$ENGINE/tinqs.macos.editor.arm64.mono"
|
|
||||||
# 2) GodotSharp — REPLACE wholesale (matched pair)
|
|
||||||
rm -rf "$ENGINE/GodotSharp"
|
|
||||||
cp -R "$BUILDS/engine/macos-arm64/GodotSharp" "$ENGINE/GodotSharp"
|
|
||||||
# 3) clear the game's stale C# cache
|
|
||||||
rm -rf "$GAME/.godot/mono"
|
|
||||||
```
|
|
||||||
|
|
||||||
## 2b. Install — Windows (x64), PowerShell
|
|
||||||
|
|
||||||
```powershell
|
|
||||||
$builds="<…>\builds"; $engine="<…>\engine\bin"; $game="<…>\ariki-game"
|
|
||||||
New-Item -ItemType Directory -Force -Path $engine | Out-Null
|
|
||||||
# 1) binaries
|
|
||||||
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.exe" $engine -Force
|
|
||||||
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.console.exe" $engine -Force
|
|
||||||
# 2) GodotSharp — REPLACE wholesale (matched pair)
|
|
||||||
Remove-Item -Recurse -Force "$engine\GodotSharp" -ErrorAction SilentlyContinue
|
|
||||||
Copy-Item -Recurse "$builds\engine\windows-x64\GodotSharp" "$engine\GodotSharp"
|
|
||||||
# 3) clear the game's stale C# cache
|
|
||||||
Remove-Item -Recurse -Force "$game\.godot\mono" -ErrorAction SilentlyContinue
|
|
||||||
```
|
|
||||||
|
|
||||||
## 3. Verify
|
|
||||||
|
|
||||||
```bash
|
|
||||||
"$ENGINE/tinqs.macos.editor.arm64.mono" --version # matches manifest.json
|
|
||||||
ls "$ENGINE/GodotSharp/Api/Debug/GodotSharp.dll" # MUST exist
|
|
||||||
```
|
|
||||||
Then run the game (`cd ariki-game && bash tools/game.sh run`). Healthy = terrain renders, animals
|
|
||||||
animate, log shows **0** `Wrapper class not found` and no `.NET assemblies not found` dialog.
|
|
||||||
|
|
||||||
## Notes
|
|
||||||
|
|
||||||
- **GodotSharp must be present in this repo for the copy to work.** If `builds/engine/<platform>/GodotSharp`
|
|
||||||
is missing, the build owner needs to add it (it ships *with* the binary — see `manifest.json`).
|
|
||||||
- Don't mix a new binary with an old `GodotSharp`. Always replace both, together.
|
|
||||||
- Terrain3D and the skinned-animation classes are **built into the engine binary** now (no separate
|
|
||||||
`addons/terrain_3d` GDExtension `.framework`). If you still have `addons/terrain_3d/terrain.gdextension`
|
|
||||||
or the macOS `.framework`, remove them — they conflict with the built-in module.
|
|
||||||
@@ -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 +1,20 @@
|
|||||||
|
# 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 4.7, built on Forge, GodotSharp shipped.
|
||||||
|
|
||||||
|
## In flight
|
||||||
|
|
||||||
|
- 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 +1,32 @@
|
|||||||
|
# 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`.
|
||||||
@@ -8,9 +8,10 @@ Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSha
|
|||||||
|
|
||||||
## Installing / updating the engine
|
## Installing / updating the engine
|
||||||
|
|
||||||
**Don't copy files by hand — run the skill:** [`.agents/skills/update-engine`](.agents/skills/update-engine/SKILL.md).
|
**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
|
||||||
Hand it to your agent; it installs the binary + GodotSharp into `../engine/bin/`, wipes stale
|
[tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
|
||||||
caches, and verifies. Covers macOS + Windows.
|
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
|
## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
|
||||||
|
|
||||||
@@ -30,11 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
|
|||||||
|
|
||||||
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
||||||
|---|---|---|---|
|
|---|---|---|---|
|
||||||
| `engine/macos-arm64/` | **4.7** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
|
| `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/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff |
|
| `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/`) |
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**Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge —
|
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`).
|
||||||
see [`.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 —
|
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
|
||||||
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
|
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
|
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