{ "_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.", "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", "version": "4.7.2.stable.mono.custom_build.1e7be28b1", "engine_repo": "tinqs/engine", "engine_commit": "1e7be28b", "sha256": "5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a", "target": "editor", "built_on": "2026-10-05", "built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)", "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", "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." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "godotsharp": "engine/windows-x64/GodotSharp", "version": "4.7.2.stable.mono.custom_build.1e7be28b1", "engine_repo": "tinqs/engine", "engine_commit": "1e7be28b1", "sha256": "61e973e049762ccc1b1b7d4988b22f5ad1dfb2a1bd3db97bfb62668fc0086662", "sha256_console": "3f5f1d12ff502dc66820faf5f1165dfc2d479258491225fb488cd8d2b3d5ab0e", "target": "editor", "built_on": "2026-10-05", "built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)", "toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16", "note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; RELINKED 2026-10-05 evening so the baked version string matches the commit (first publish had a stale d88e0a051 bake and fails the required_engine_build gate); template_release (same tree) and game export unchanged; .pck excluded (14.4 GB exceeds LFS)" } } }