Files
builds/manifest.json
T

35 lines
4.3 KiB
JSON
Raw Normal View History

{
"_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",
2026-10-18 04:58:29 +01:00
"version": "4.7.2.stable.mono.custom_build.4fde0e94d",
"engine_repo": "tinqs/engine",
2026-10-18 04:58:29 +01:00
"engine_commit": "4fde0e94",
"sha256": "a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54",
"target": "editor",
"built_on": "2026-10-18",
2026-10-18 04:58:29 +01:00
"built_by": "Ozan/Kraken via Claude (G2 pooled GPU cull + static shadow fixed band / casters at rest)",
"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",
2026-10-18 04:58:29 +01:00
"note": "Mac. Engine 4fde0e94 = 9dcc5d45 + G2 pooled GPU cull (one reset + one cull dispatch per camera render over shared arenas; rendering/occlusion_culling/gpu_cull_pooled, default off) + fixed shadow LOD band for gpu-culled MultiMeshes (gpu_cull_shadow_fixed_band, default off) + STATIC_SHADOW_AT_REST shader built-in for static shadow tiles (rendering/lights_and_shadows/directional_shadow/static_casters_at_rest, default off). GodotSharp regenerated (with Tools/). Oracles: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24 on Metal. Windows at 9dcc5d45; Forge to rebuild 4fde0e94 (handoff forge-windows-g2-4fde0e94.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.4fde0e94d",
"engine_repo": "tinqs/engine",
"engine_commit": "4fde0e94d7",
"sha256": "4d0e6910db053a15686f7aecad946e4858dd27b823dc843cb8a0b5c139adbbc2",
"sha256_console": "192aba5d6028fbf781fc0c41ff1cfc4bd5b51a3d84f99262b07bf6d61d9981ce",
"target": "editor",
"built_on": "2026-10-18",
2026-10-18 05:12:54 +01:00
"built_by": "Ozan/Forge via ZCode (forge-windows-g2-4fde0e94 handoff; built in parallel with the Mac)",
"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",
2026-10-18 05:12:54 +01:00
"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."
}
}
2026-10-18 04:58:29 +01:00
}