Publishes the Windows editor build that the ariki-game settings/hardware lane has been running on, so Windows teammates can install it with update-engine instead of staying on b1bc0aef.
What it is
tinqs/engine 2caca361 (2026-10-03), built on UyGar's Windows machine. --version prints 4.7.2.stable.mono.custom_build.2caca3619.
= b1bc0aef + RenderingServer.get_video_adapter_memory (the same code already in the Mac 51ed21d5 build).
d3d12, angle and accesskit are all present in the binary.
sha256 editor 64cf3dd7…25f1, console a26d5500…ee5b (full values in manifest.json).
GodotSharp
Regenerated from this binary; glue has Terrain3D and GetVideoAdapterMemory. Replaced wholesale.
nupkgs are 4.7.2 only (the game pins Godot.NET.Sdk/4.7.2), so the old 4.6.x and 4.7.0 nupkgs are dropped.
The stray nested GodotSharp/GodotSharp/ copy (80 files, not in the Mac layout) is removed.
Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). I checked ariki-game against every API and setting added after 2caca361: GPU cull is behind HasMethod checks, and the shadow settings go through ProjectSettings.Set/GetSetting, which is a harmless no-op on an engine that doesn't define them. required_engine_build isn't set. So the game runs; those knobs just do nothing on Windows until a build from main.
Not launch-tested from this branch; the same binary is the one running on UyGar's machine.
Publishes the Windows editor build that the ariki-game settings/hardware lane has been running on, so Windows teammates can install it with `update-engine` instead of staying on `b1bc0aef`.
**What it is**
- tinqs/engine `2caca361` (2026-10-03), built on UyGar's Windows machine. `--version` prints `4.7.2.stable.mono.custom_build.2caca3619`.
- = `b1bc0aef` + `RenderingServer.get_video_adapter_memory` (the same code already in the Mac `51ed21d5` build).
- d3d12, angle and accesskit are all present in the binary.
- sha256 editor `64cf3dd7…25f1`, console `a26d5500…ee5b` (full values in manifest.json).
**GodotSharp**
- Regenerated from this binary; glue has Terrain3D and GetVideoAdapterMemory. Replaced wholesale.
- nupkgs are 4.7.2 only (the game pins `Godot.NET.Sdk/4.7.2`), so the old 4.6.x and 4.7.0 nupkgs are dropped.
- The stray nested `GodotSharp/GodotSharp/` copy (80 files, not in the Mac layout) is removed.
**Not included:** the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). I checked ariki-game against every API and setting added after `2caca361`: GPU cull is behind `HasMethod` checks, and the shadow settings go through `ProjectSettings.Set/GetSetting`, which is a harmless no-op on an engine that doesn't define them. `required_engine_build` isn't set. So the game runs; those knobs just do nothing on Windows until a build from main.
Not launch-tested from this branch; the same binary is the one running on UyGar's machine.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Windows editor built from tinqs/engine 2caca361 on UyGar's machine (2026-10-03),
the build ariki-game's settings/hardware lane has been running on. --version
prints 4.7.2.stable.mono.custom_build.2caca3619; d3d12, angle and accesskit
confirmed present in the binary.
GodotSharp regenerated from this binary (glue has Terrain3D +
GetVideoAdapterMemory) and replaced wholesale: nupkgs are 4.7.2 only (the game
pins Godot.NET.Sdk/4.7.2), and the stray nested GodotSharp/GodotSharp copy is
gone (the Mac layout never had it).
Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades,
shadow_lod_bias, GPU MultiMesh cull Stage A/B). ariki-game guards each of those
(HasMethod checks, ProjectSettings no-ops), so the game runs; those knobs just
do nothing on Windows until a build from main.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Publishes the Windows editor build that the ariki-game settings/hardware lane has been running on, so Windows teammates can install it with
update-engineinstead of staying onb1bc0aef.What it is
2caca361(2026-10-03), built on UyGar's Windows machine.--versionprints4.7.2.stable.mono.custom_build.2caca3619.b1bc0aef+RenderingServer.get_video_adapter_memory(the same code already in the Mac51ed21d5build).64cf3dd7…25f1, consolea26d5500…ee5b(full values in manifest.json).GodotSharp
Godot.NET.Sdk/4.7.2), so the old 4.6.x and 4.7.0 nupkgs are dropped.GodotSharp/GodotSharp/copy (80 files, not in the Mac layout) is removed.Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). I checked ariki-game against every API and setting added after
2caca361: GPU cull is behindHasMethodchecks, and the shadow settings go throughProjectSettings.Set/GetSetting, which is a harmless no-op on an engine that doesn't define them.required_engine_buildisn't set. So the game runs; those knobs just do nothing on Windows until a build from main.Not launch-tested from this branch; the same binary is the one running on UyGar's machine.
🤖 Generated with Claude Code
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