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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`.