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# tinqs/builds
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Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings).
**Binaries and GodotSharp are stored via Git LFS** (see `.gitattributes` ). Source lives in
`tinqs/engine` , `tinqs/ariki-game` , `tinqs/ariki-sim` . See `manifest.json` for exact versions.
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> **Use `tinqs pull` / `tinqs push`, never raw git** — these are LFS-heavy.
## Installing / updating the engine
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**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
[tinqs.com/tinqs/ariki-game · .agents/skills/update-engine ](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md ).
Hand it to your agent; it `tinqs pull` s ariki-game + builds, installs the binary + GodotSharp into
`../engine/bin/` , wipes stale caches, and verifies. Covers macOS + Windows.
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## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
Each engine binary ships with a `GodotSharp/` folder (Godot's C# bindings) **generated from that
exact engine build**. You must install them **together** and replace any old `GodotSharp` .
- The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a
** `.NET assemblies not found` ** dialog pointing at `engine/bin/GodotSharp/Api/Debug` .
- A **stale** GodotSharp (from an older engine) against a newer binary throws
** `Wrapper class not found for type: Terrain3D` ** → terrain renders as water, animals don't animate.
This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate
`addons/terrain_3d` GDExtension `.framework` ). Built-in module classes need their wrappers baked
into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary.
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## Current contents
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---|
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| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45` ) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/` ) |
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| `engine/windows-x64/` | **4.7.2** (`7fb81364b` ) — everything `0ec39c95` had (GPU diet + R0 P5) plus crash-handler fixes (first-wins crash claim, freeze-report note/context, pause handling); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/` ) |
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Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458` ): screen-space contact shadows for directional lights (default off; game dial `env contactshadow` ), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is still `7fb81364b`** and the game pin is `4.7.2@9dcc5d458` , so Windows engines are refused until Forge rebuilds from engine main (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md` ).
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` .