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# Forge (Windows) — rebuild pair from engine main ≥ 615e852f, re-judge the render verdicts, pin (2026-10-05)
macOS pair `615e852f` (code `c76f2ecc`) is published here. Windows is still `b1bc0aef` (2026-09-28).
1. Build the Windows editor + console pair from `tinqs/engine` main with the `windows-x64` manifest flags
(`platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes`),
regenerate GodotSharp from that exact binary, smoke (0 wrapper errors), publish here, update `manifest.json` +
`README.md`.
2. Then pin `tinqs/required_engine_build="4.7.2@<hash7+>"` in `ariki-game/project.godot` (both platforms on the same commit).
3. Re-judge on Windows what the Mac measured (frame GPU-bound on M1): static shadow cache default (now OFF on Apple
silicon game-side, ON elsewhere — keep ON on Windows only if `inverted` ≥ `cache_off` fps), GPU veg bands, HLOD.
Full recipe + numbers: `ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md`.