Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
36 lines
4.4 KiB
JSON
36 lines
4.4 KiB
JSON
{
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"_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.",
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"engine": {
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.e64890fd3",
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"engine_repo": "tinqs/engine",
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"engine_commit": "e64890fd",
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"sha256": "ee3f58dd973f571599eed5f3d043c1b8c84bc7ee38b0e180ea8d31523e0b932b",
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"target": "editor",
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"built_on": "2026-10-18",
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"built_by": "Ozan/Kraken via Claude (render-thread autorelease drain on Apple + G4 mergeable-draw counter)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"note": "Mac. Engine e64890fd = 4fde0e94 + Apple render-thread fix: the separate render thread (thread_model=2, the game default) now drains an Objective-C autorelease pool each flush - before, autoreleased Metal command buffers/encoders/drawables leaked ~88 Mach ports/s until Metal could not start new processes (66k ports / 23 GB after 1.5 h); now flat at ~640. Also RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME (G4 census) and draw_indirect_count null scratch now errors loudly. GodotSharp regenerated (with Tools/). Oracles on Metal: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24. Windows at 4fde0e94; Forge to rebuild e64890fd (handoff forge-windows-e64890fd.md) - the leak fix is Apple-only, Windows gains only the counter."
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},
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.4fde0e94d",
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"engine_repo": "tinqs/engine",
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"engine_commit": "4fde0e94d7",
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"sha256": "4d0e6910db053a15686f7aecad946e4858dd27b823dc843cb8a0b5c139adbbc2",
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"sha256_console": "192aba5d6028fbf781fc0c41ff1cfc4bd5b51a3d84f99262b07bf6d61d9981ce",
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"target": "editor",
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"built_on": "2026-10-18",
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"built_by": "Ozan/Forge via ZCode (forge-windows-g2-4fde0e94 handoff; built in parallel with the Mac)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows carries 4fde0e94d — SAME hash as macos-arm64 (built at 4fde0e94d7): engine main = 9dcc5d45 (SSCS + hero combine + shadow fixes + draw_indirect_count — for the 9dcc5d458 pair's Windows checks see its note in git history; oracle draw_indirect_count d3d12 was 22 passed / 2 failed, the base-instance pair being the documented D3D12 gap) PLUS 4fde0e94d7 G2 pooled cull: one reset + one cull dispatch per camera render over shared arenas (multimesh_gpu_cull_set_pooled / project setting rendering/occlusion_culling/gpu_cull_pooled, DEFAULT OFF), fixed shadow band (multimesh_gpu_cull_set_shadow_fixed_band, multimesh_set_gpu_shadow_band), STATIC_SHADOW_AT_REST spatial built-in (tree_wind.gdshader needs it), multimesh_get_cull_command_offset; either shadow switch re-renders every static tile. Validated on M1 Max Metal pre-push (doctests 7/7, multimesh_cull_pool oracle 4524/4524, draw_indirect_count 24/24, StaticShadow 21/21). GodotSharp regenerated from this binary — Api AND Tools (MultimeshGpuCullSetPooled + MultimeshGpuCullSetShadowFixedBand + MultimeshSetGpuShadowBand present). Headless game boot clean (0 binding errors). Owed on Windows: multimesh_cull_pool oracle (D3D12 base-instance gap may bite the pooled draws; gates making pool the default), --gpu-validation pass (D3D12 debug layer / Graphics Tools not installed on Forge), in-world gpucull census (multimesh_get_cull_command_offset) + pooled on/off, tree_wind compile check. Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game). Crash-report checklist (8 steps) also still owed."
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}
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}
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}
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