1.4 KiB
1.4 KiB
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):
git checkout e64890fd, build the editor,--versionmust printcustom_build.e64890fd3.--generate-mono-glue+build_assemblies.py(Api + Tools).- Smoke: host a world, 0
Wrapper class not found;env gpucull statusshows(N mergeable). - Publish
engine/windows-x64/+ manifest + README rows,tinqs push.
2026-10-18 Windows side done (Forge/ZCode)
Windows published e64890fd3 (built at e64890fd3b — same hash as the Mac and the pin). Whole GodotSharp
published (Api + Tools, new enum baked in). Headless game boot clean, 0 binding errors. Step 3's in-world bit
(host a world, 0 wrapper errors, env gpucull status showing (N mergeable)) still owed — same list as the
G2 handoff: multimesh_cull_pool oracle on D3D12, --gpu-validation (Graphics Tools), gpucull census.