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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.a967d12bf",
"engine_repo": "tinqs/engine",
"engine_commit": "a967d12b",
"sha256": "abc6dc79990ad53949b35bee0f5a2029a0c0b49803c25ae3b3b792c0d233f563",
"target": "editor",
"built_on": "2026-10-19",
"built_by": "Ozan/Kraken via Claude (parallel draw-list replay + recording)",
"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. Engine a967d12b = e64890fd + parallel draw-list replay (06ecc5df: large draw lists recorded into Vulkan secondary command buffers on worker threads at frame end; Vulkan only, no effect on Metal) + parallel draw-list recording (Forward+ render lists split over worker threads into RenderingDevice sub-lists; every driver) + PipelineHashMapRD RWLock. Project settings rendering/rendering_device/parallel_draw_{replay,recording}/* (engine default off; the game turns both on). GodotSharp regenerated (with Tools/). Oracle tests/gpu_oracle/parallel_draw_replay: Vulkan/MoltenVK 10/10, Metal 5/5 pixel-identical. Windows at e64890fd3; Forge to build a967d12b (handoff forge-windows-parallel-replay.md)."
},
"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.e64890fd3",
"engine_repo": "tinqs/engine",
"engine_commit": "e64890fd3b",
"sha256": "361d143f66bdc936655a16264a7aa85b397338ae22fef15719a2a9ac176e1cd3",
"sha256_console": "4146973210349f33e51fe5e53baa8b166433972f5313942e2807d18d0d8af89b",
"target": "editor",
"built_on": "2026-10-18",
"built_by": "Ozan/Forge via ZCode (forge-windows-e64890fd handoff)",
"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
"note": "Windows carries e64890fd3 \u2014 SAME hash as macos-arm64 (built at e64890fd3b): 4fde0e94 G2 pooled cull pair (see its note in git history) PLUS e64890fd3b \u2014 Apple-only render-thread autorelease drain (no Windows effect), RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME (new enum value 13, G4 census \u2014 env gpucull status shows '(N mergeable)'), Metal draw_indirect_count null scratch errors loudly (no Windows effect). GodotSharp regenerated from this binary \u2014 Api AND Tools. Headless game boot clean (0 binding errors); in-world smoke (host world, 0 wrapper errors, gpucull mergeable counter) per handoff still owed. Owed on Windows (carried): multimesh_cull_pool oracle on D3D12, --gpu-validation pass (Graphics Tools not installed on Forge), in-world gpucull census + pooled on/off, tree_wind compile check, crash-report checklist (8 steps). Editor target only \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
}
}
2026-10-18 04:58:29 +01:00
}