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builds/.agents/handoffs/forge-windows-e64890fd.md
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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.