Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
1.7 KiB
Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5)
Mac engine/macos-arm64 is engine 0ec39c95 (2026-10-17). Windows is still 1e7be28b1. The game pins 4.7.2
without a hash until Windows carries the same commit; then pin 4.7.2@0ec39c95 in ariki-game project.godot.
Build
tinqs pull the engine, then the windows-x64 manifest flags (MSVC, platform=windows target=editor module_mono_enabled=yes), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here
with sha256s, note in manifest.json.
New and NOT yet compiled on Windows (no toolchain on the Mac)
platform/windows/crash_report_windows.{h,cpp},crash_handler_windows_seh.cpp/_signal.cpp(MiniDumpWriteDump, pre-started writer thread, unhandled-exception filter),os_windows_stack_sampling.cpp(freeze watchdog stack walk), dbghelp/psapi linked in every target (detect.py,SCsub).drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}: GetDeviceRemovedReason + DRED on device removal.- Verification checklist: engine
.agents/wiki/crash-freeze-and-error-reporting.md(8 steps: main-thread crash, worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR viadxcap -forcetdr --gpu-breadcrumbs,--disable-crash-handlerwrites nothing, release template build links dbghelp).
Bench after the build (the pacer box)
ariki-game .agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md and render-thread-diet-2026-10-17.md:
run the Jungle/Main stands with --gpu-profile; the RENDER CPU PROFILE block now prints _draw wall and
end_frame (graph replay + submit) — the split of the 12.6 ms render-thread floor that Phase 0 asked for.