# Forge: Windows build of engine e64890fd Mac published `e64890fd` (`4.7.2.stable.mono.custom_build.e64890fd3`); the game pins `4.7.2@e64890fd3`. Windows at `4fde0e94d` is locked out by the pin until this lands. What changed since `4fde0e94`: - Apple-only: the render thread drains an autorelease pool each flush (`rendering_server_default.cpp`, `#if __APPLE__`). No Windows effect. - `RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME` (new enum, value 13) — GodotSharp must be regenerated. - Metal `draw_indirect_count`: null scratch errors loudly. No Windows effect. Steps (same flags as the `windows-x64` manifest block, Vulkan only — no D3D12 work): 1. `git checkout e64890fd`, build the editor, `--version` must print `custom_build.e64890fd3`. 2. `--generate-mono-glue` + `build_assemblies.py` (Api + Tools). 3. Smoke: host a world, 0 `Wrapper class not found`; `env gpucull status` shows `(N mergeable)`. 4. Publish `engine/windows-x64/` + manifest + README rows, `tinqs push`.