tinqs/builds

Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings). Binaries and GodotSharp are stored via Git LFS (see .gitattributes). Source lives in tinqs/engine, tinqs/ariki-game, tinqs/ariki-sim. See manifest.json for exact versions.

Use tinqs pull / tinqs push, never raw git — these are LFS-heavy.

Installing / updating the engine

Don't copy files by hand — run the update-engine skill (it lives in the game repo, which everyone has): tinqs.com/tinqs/ariki-game · .agents/skills/update-engine. Hand it to your agent; it tinqs pulls ariki-game + builds, installs the binary + GodotSharp into ../engine/bin/, wipes stale caches, and verifies. Covers macOS + Windows.

⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR

Each engine binary ships with a GodotSharp/ folder (Godot's C# bindings) generated from that exact engine build. You must install them together and replace any old GodotSharp.

  • The engine does NOT regenerate GodotSharp at runtime. If it's missing you get a .NET assemblies not found dialog pointing at engine/bin/GodotSharp/Api/Debug.
  • A stale GodotSharp (from an older engine) against a newer binary throws Wrapper class not found for type: Terrain3D → terrain renders as water, animals don't animate.

This matters now because Terrain3D and agent_skinned are native engine modules (no separate addons/terrain_3d GDExtension .framework). Built-in module classes need their wrappers baked into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary.

Current contents

Platform Engine Terrain3D GodotSharp shipped?
engine/macos-arm64/ 4.7.2 (73d20a40) — d4940046 plus the #250 parallel-recording nesting fix and the Texture2DRD bind-race fix built-in module ✅ yes (GodotSharp/)
engine/windows-x64/ 4.7.2 (d49400463) — same hash as macos-arm64: parallel draw-list replay + recording (game ships both ON) plus the VUID-00050 pool-reset fix, verified 10/10 oracle with zero VUIDs before publish; template_release here is still the 1e7be28b tree built-in module ✅ yes (GodotSharp/)

Mac is engine 73d20a40 as of 2026-10-19 (--version 4.7.2.stable.mono.custom_build.73d20a40b): d4940046 plus 219b914c (#250, parallel draw-list sub-recordings nest; Windows Ultra-bench FATAL) and 73d20a40 (RD texture wrappers allocate their RS texture before the render-thread bind, fixing the milky ocean under the separate render thread); GodotSharp regenerated, API unchanged. The game pin stays d49400463 until Windows is published at the same commit. Before that, Mac was engine d4940046 as of 2026-10-19 (--version 4.7.2.stable.mono.custom_build.d49400463): a967d12b plus a per-frame reset of the parallel-replay secondary command pools (fixes VUID-vkBeginCommandBuffer-00050). a967d12b is e64890fd plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle parallel_draw_replay Vulkan 10/10, Metal 5/5 (engine/.agents/wiki/parallel-draw-replay.md). Windows is also engine d49400463 as of 2026-10-19 — Forge verified the fix before publishing: replay+record oracle Vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (on a967d12bf the same run had 10× VUID-00050 — the finding that produced this fix). The parallel features' Windows story: the fps lane's in-game A/B on a967d12bf recorded no fps regression (42→46-48), rGPU down 8.1→6.8 ms, 10-min soak stable, eye check PASS, and the game ships both ON (f7ddc64a1); timing claims carry the throttled-box caveat from the engine wiki. Earlier Windows oracle work on a967d12bf: draw_indirect_count d3d12 with debug layer 22/0 + expected SKIP line; multimesh_cull_pool d3d12 4524/4524 (parity with Mac, pooled-cull gate met). Vulkan SDK + Graphics Tools are installed on Forge. Still owed: a --gpu-validation in-game soak on d49400463, tests=yes unit suites, crash checklist. Underneath: e64890fd (Apple autorelease-drain + G4 census) on 4fde0e94 (G2 pooled cull, fixed shadow band, STATIC_SHADOW_AT_REST) on the 9dcc5d458 pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, draw_list_draw_indirect_count).

Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — docs/ai/plans/build-pipeline-architecture-2026-06-07.md.

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Build artifacts (engine editor binaries, exports). Binaries via LFS/releases.
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