Windows editor built from tinqs/engine 2caca361 on UyGar's machine (2026-10-03), the build ariki-game's settings/hardware lane has been running on. --version prints 4.7.2.stable.mono.custom_build.2caca3619; d3d12, angle and accesskit confirmed present in the binary. GodotSharp regenerated from this binary (glue has Terrain3D + GetVideoAdapterMemory) and replaced wholesale: nupkgs are 4.7.2 only (the game pins Godot.NET.Sdk/4.7.2), and the stray nested GodotSharp/GodotSharp copy is gone (the Mac layout never had it). Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). ariki-game guards each of those (HasMethod checks, ProjectSettings no-ops), so the game runs; those knobs just do nothing on Windows until a build from main. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
36 lines
3.7 KiB
JSON
36 lines
3.7 KiB
JSON
{
|
|
"_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) — 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.51ed21d5d",
|
|
"engine_repo": "tinqs/engine",
|
|
"engine_commit": "51ed21d5",
|
|
"sha256": "630581370fa046800b66d9fe212b64c682d07ad0326dba4fe705c84089267917",
|
|
"target": "editor",
|
|
"built_on": "2026-10-05",
|
|
"built_by": "Ozan/Kraken via Claude (shadow pass diet + device-lost diagnostics on top of the video adapter memory query)",
|
|
"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 51ed21d5 (= code commit 2012a2d0 + a 6-line wiki commit) = 4.7.2 + static shadow cache + get_video_adapter_memory + 2026-10-05 round: static_tiles_per_frame (default 2), live_caster_min_screen_radius (default 0.005), static_default_static + static_dynamic_caster_layers (layer 19, off by default), GPU device-lost report in every build (adapter/driver/device-fault/video memory line), runtime gpu_breadcrumbs setting / --gpu-breadcrumbs, Metal command-buffer error report. GodotSharp REGENERATED from this binary - install binary + GodotSharp together via the update-engine skill. Game side needs ariki-game >= a3a7aa4ac for env staticshadow contract|budget|sizecull and /perf renderCpuMs/renderGpuMs/gc. Windows in this repo is 2caca361 (b1bc0aef + get_video_adapter_memory, no 2026-10-05 round) until Forge rebuilds from main."
|
|
},
|
|
"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.2caca3619",
|
|
"engine_repo": "tinqs/engine",
|
|
"engine_commit": "2caca361",
|
|
"sha256": "64cf3dd7e5e4e64d518b75ddc7f0c3c6cd7d6e10dd5d907e000e000863fc25f1",
|
|
"sha256_console": "a26d55002bc960a08c9f066ef18e56b47dc18c4e6aaeb58464bc3962c8ddee5b",
|
|
"target": "editor",
|
|
"built_on": "2026-10-03",
|
|
"built_by": "UyGar's Windows box (published via PR for Ozan's review)",
|
|
"toolchain": "MSVC + SCons, d3d12+angle+accesskit (all three confirmed present in the binary), mono glue + GodotSharp assemblies",
|
|
"scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
|
|
"note": "Engine 2caca361 = b1bc0aef (4.7.2 + directional static shadow cache + stepped shadow sun crossfade) + RenderingServer.get_video_adapter_memory (UyGar's feat/video-adapter-memory, the same code the Mac 51ed21d5 build carries). Does NOT include the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B): ariki-game guards every one of those (HasMethod / ProjectSettings no-op), so it runs, those knobs just do nothing on Windows. GodotSharp REGENERATED from this build (glue verified: Terrain3D + GetVideoAdapterMemory present; nupkgs 4.7.2 only, the stray nested GodotSharp/GodotSharp copy is gone) - install binary + GodotSharp together via the update-engine skill. Terrain3D + agent_skinned remain native modules."
|
|
}
|
|
}
|
|
}
|