"_install":"Use the update-engine skill (.agents/skills/update-engine) — it 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":"Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). REBUILT 2026-06-19 to restore Tinqs branding (the 4.7 upstream rebase had reset the logos to the Godot robot) — splash/app_icon/editor logos now the Viewport-Focus mark; see engine/brand/apply-branding.sh. Verified: terrain renders, animals GPU-driven, 0 wrapper errors. GodotSharp folder is UNCHANGED from the prior push (logo-only rebuild doesn't touch C# bindings).",
"version_hash_note":"engine main = 5727de0 (branding) on top of the 4.7 snapshot; binary --version prints 4.7.stable.mono.custom_build.4ba7b5b5b"
"note":"⚠️ STILL 4.6.5 — NOT the 4.7 native-module engine. Windows 4.7 build (with Terrain3D as a module + regenerated GodotSharp shipped alongside) is PENDING from Forge. See .agents/handoffs/forge-windows-4.7.md. Until then, Windows teammates stay on 4.6.5 + the GDExtension terrain."