"note":"Editor binary, built from engine 4fe1323 (4.6.4). agent_skinned GPU skinned-herd renderer (MultiSkinnedMeshInstance3D + MultiSkinnedInstance3D) is now VISUALLY VERIFIED driving the Ariki crocodile \u2014 fixed two bugs the data-plane doctests never caught: (1) default shader compared TANGENT as vec4 (it's vec3 in Godot 4) so it never compiled; added an albedo_tex uniform+fragment so herds texture out of the box; (2) bone matrices were stored basis-ROWS but the shader reads mat4(c0,c1,c2,c3) as COLUMNS, transposing every bone and crumpling the mesh \u2014 now stored column-major (regression test added). Plus branding fixes (Tinqs window titles, AppUserModelID, etc.). .NET assemblies (GodotSharp) come from the game project. Terrain3D macOS frameworks ship HERE (terrain_3d below). See engine wiki agent-skinned-gpu-herd.md."
"note":"Branded editor binary (Tinqs app icon/splash/logos baked in). Built from engine 67d0322. .NET assemblies (GodotSharp) + the Terrain3D addon are provided by the game project. Run with the existing ariki-game project. console_binary = the .console.exe variant for terminal stdout."
"fix":"get_height no longer returns NaN at region borders (bilerp corners crossing a missing neighbor region propagated NaN for valid positions \u2014 the NaN-on-saved-.res bug the game shimmed around). Hole semantics unchanged.",
"install":"cp -R engine/macos-arm64/terrain_3d/bin/libterrain.macos.*.framework <ariki-game>/addons/terrain_3d/bin/ \u2014 the game's .gitignore (bin/) means these never come from game git on macOS.",
"note":"GDExtension only \u2014 no engine rebuild needed or performed. Verified: ariki-game itest 70/70 with these frameworks loaded."