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5171b5979b
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c737ff6c05 |
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@@ -31,10 +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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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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| `engine/macos-arm64/` | **4.7.2** (`b0daf759`) — GPU-driven MultiMesh culling Stage A+B+B2+C (HZB occlusion, default off) + static cache single-sample / hard-filter options + true Metal GPU profile + parallel shadow fill, on top of the shadow diet, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/macos-arm64/` | **4.7.2** (`1e7be28b`) — GPU-driven MultiMesh culling Stage A+B+B2+C (HZB occlusion, default off) + static cache single-sample / hard-filter options + true Metal GPU profile + parallel shadow fill, on top of the shadow diet, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) |
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Mac is engine `b0daf759` as of 2026-10-05 late evening (`--version` prints `4.7.2.stable.mono.custom_build.b0daf759b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when 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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Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when 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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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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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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+35
-35
@@ -1,35 +1,35 @@
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{
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{
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"_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.",
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"_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) — everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.",
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"engine": {
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"engine": {
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"macos-arm64": {
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.b0daf759b",
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"version": "4.7.2.stable.mono.custom_build.1e7be28b1",
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"engine_repo": "tinqs/engine",
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"engine_repo": "tinqs/engine",
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"engine_commit": "b0daf759",
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"engine_commit": "1e7be28b",
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"sha256": "7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac",
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"sha256": "5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a",
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"target": "editor",
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"target": "editor",
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"built_on": "2026-10-05",
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"built_on": "2026-10-05",
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"built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)",
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"built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"note": "Mac only. Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main (builds/.agents/handoffs/forge-windows-render-bench-2026-10-05.md), then pin."
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"note": "Mac. Engine 1e7be28b = b0daf759 code + one docs commit, relinked so macOS and Windows carry the SAME engine commit for the pin. Mac. Engine 1e7be28b = b0daf759 code + a docs commit, relinked so macOS and Windows carry the SAME engine commit for the required_engine_build pin (4.7.2@1e7be28b). Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 is 1e7be28b1 too (Forge, d4cf0b7); pin set in ariki-game project.godot."
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},
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},
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"windows-x64": {
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.1e7be28b1",
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"version": "4.7.2.stable.mono.custom_build.1e7be28b1",
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"engine_repo": "tinqs/engine",
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"engine_repo": "tinqs/engine",
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"engine_commit": "1e7be28b1",
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"engine_commit": "1e7be28b1",
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"sha256": "60217997eae4b5c97d1651cc115adb03a616550ef5d98cc9192abd298d257c8d",
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"sha256": "60217997eae4b5c97d1651cc115adb03a616550ef5d98cc9192abd298d257c8d",
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"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
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"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
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"target": "editor",
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"target": "editor",
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"built_on": "2026-10-05",
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"built_on": "2026-10-05",
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"built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)",
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"built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)",
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"toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes",
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"toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16",
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"note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; template_release (same commit) also published; game export at exports/windows-x64/ (ariki-windows.exe 2026-10-05 18:48; .pck excluded \u2014 14.4 GB exceeds LFS)"
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"note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; template_release (same commit) also published; game export at exports/windows-x64/ (ariki-windows.exe 2026-10-05 18:48; .pck excluded — 14.4 GB exceeds LFS)"
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}
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}
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}
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}
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}
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}
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