"_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.",
"note":"Windows carries 4fde0e94d — SAME hash as macos-arm64 (built at 4fde0e94d7): engine main = 9dcc5d45 (SSCS + hero combine + shadow fixes + draw_indirect_count — for the 9dcc5d458 pair's Windows checks see its note in git history; oracle draw_indirect_count d3d12 was 22 passed / 2 failed, the base-instance pair being the documented D3D12 gap) PLUS 4fde0e94d7 G2 pooled cull: one reset + one cull dispatch per camera render over shared arenas (multimesh_gpu_cull_set_pooled / project setting rendering/occlusion_culling/gpu_cull_pooled, DEFAULT OFF), fixed shadow band (multimesh_gpu_cull_set_shadow_fixed_band, multimesh_set_gpu_shadow_band), STATIC_SHADOW_AT_REST spatial built-in (tree_wind.gdshader needs it), multimesh_get_cull_command_offset; either shadow switch re-renders every static tile. Validated on M1 Max Metal pre-push (doctests 7/7, multimesh_cull_pool oracle 4524/4524, draw_indirect_count 24/24, StaticShadow 21/21). GodotSharp regenerated from this binary — Api AND Tools (MultimeshGpuCullSetPooled + MultimeshGpuCullSetShadowFixedBand + MultimeshSetGpuShadowBand present). Headless game boot clean (0 binding errors). Owed on Windows: multimesh_cull_pool oracle (D3D12 base-instance gap may bite the pooled draws; gates making pool the default), --gpu-validation pass (D3D12 debug layer / Graphics Tools not installed on Forge), in-world gpucull census (multimesh_get_cull_command_offset) + pooled on/off, tree_wind compile check. Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game). Crash-report checklist (8 steps) also still owed."