{ "_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.d88e0a051", "engine_repo": "tinqs/engine", "engine_commit": "d88e0a05", "sha256": "6d961b0478eba4459f0c7e5eb6c03454ac495077ba893d7de00b9ca1cdcc104a", "target": "editor", "built_on": "2026-10-05", "built_by": "Ozan/Kraken via Claude (shadow pass diet + device-lost diagnostics on top of the video adapter memory query)", "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 only. Engine d88e0a05 on top of 51ed21d5: GPU-driven MultiMesh culling Stage A (compute frustum cull + compaction + indirect draw; RenderingServer.multimesh_set_gpu_cull) and Stage B (per-instance LOD bands on the GPU, multimesh_set_gpu_lods), real Metal GPU timestamps (renderGpuMs no longer 0 on Metal), staggered far cascades + per-pass region clears, fit_to_visible_depth (SDSM-lite, default off), Metal static argument-buffer copy-queue stall fix, Vulkan breadcrumb barrier fix (#185). GodotSharp regenerated (GetVideoAdapterMemory + MultimeshSetGpuCull/Lods present). windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main, then pin." }, "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.b1bc0aefce", "engine_repo": "tinqs/engine", "engine_commit": "b1bc0aef", "sha256": "b4fb7833539c026c4d17076a45d56c53d3f671669570cb744b7e8859c21f2789", "sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f", "target": "editor", "built_on": "2026-09-28", "built_by": "Kraken driver (Ozan's Windows box)", "toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit flags, mono glue + GodotSharp assemblies", "scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes", "note": "Engine b1bc0aef = 4.7.2 + directional static shadow cache (world-anchored static atlas + live cascades, min() in shader) + stepped shadow sun two-set crossfade (4caca443, 76bc5884). GodotSharp REGENERATED from this build (glue verified: Terrain3D present) - install binary + GodotSharp together via the update-engine skill. Local test on kraken: boots, assemblies load, zero wrapper errors, world ticks. Terrain3D + agent_skinned remain native modules." } } }