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builds/manifest.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.",
"engine": {
"macos-arm64": {
"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
"godotsharp": "engine/macos-arm64/GodotSharp",
"version": "4.7.2.stable.mono.custom_build.b0daf759b",
"engine_repo": "tinqs/engine",
"engine_commit": "b0daf759",
"sha256": "7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac",
"target": "editor",
"built_on": "2026-10-05",
"built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)",
"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
"note": "Mac only. Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main (builds/.agents/handoffs/forge-windows-render-bench-2026-10-05.md), then pin."
},
"windows-x64": {
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
"godotsharp": "engine/windows-x64/GodotSharp",
"version": "4.7.2.stable.mono.custom_build.1e7be28b1",
"engine_repo": "tinqs/engine",
"engine_commit": "1e7be28b1",
"sha256": "60217997eae4b5c97d1651cc115adb03a616550ef5d98cc9192abd298d257c8d",
"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
"target": "editor",
"built_on": "2026-10-05",
"built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)",
"toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16",
"note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; template_release (same commit) also published; game export at exports/windows-x64/ (ariki-windows.exe 2026-10-05 18:48; .pck excluded \u2014 14.4 GB exceeds LFS)"
}
}
}