Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
41 lines
2.7 KiB
Markdown
41 lines
2.7 KiB
Markdown
# 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](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
|
|
Hand it to your agent; it `tinqs pull`s 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** (`2caca361`) — upstream bugfixes + static shadow cache + `get_video_adapter_memory()` | built-in module | ✅ yes (`GodotSharp/`) |
|
|
| `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) |
|
|
|
|
Mac is engine `2caca361` as of 2026-10-05 (`--version` prints `4.7.2.stable.mono.custom_build.2caca3619`): 4.7.2 + static shadow cache + the video adapter memory query. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
|
|
|
|
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
|
|
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
|