"_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":"Mac. Engine 73d20a40 = d4940046 + 219b914c (#250: parallel draw-list sub-recordings nest - a worker waiting inside its slice ran another slice's task and the inner end cleared the outer target, Windows FATAL p_idx >= _len on the Ultra bench) + 73d20a40 (Texture2DRD/TextureLayeredRD/Texture3DRD allocate the RS texture before the render-thread bind is queued - under the separate render thread a material could keep the magenta placeholder; Ariki's ocean drew milky). GodotSharp regenerated (with Tools/), API unchanged. Oracle parallel_draw_replay Vulkan/MoltenVK 10/10, Metal 5/5; game hosts the dev world on Metal with thread_model=2, ocean clear, 0 wrapper errors. Windows still at d49400463; the game pin stays at d49400463 until Forge publishes windows-x64 at 73d20a40."
"note":"Windows carries d49400463 \u2014 SAME hash as macos-arm64 (built at d49400463b): the a967d12bf pair (parallel draw-list replay + recording, both shipping ON in the game since f7ddc64a1; see the a967d12bf note in git history for the full stack) PLUS d49400463b \u2014 each parallel-replay secondary command pool resets at the frame's graph begin, fixing the VUID-vkBeginCommandBuffer-00050 (10x on NVIDIA with validation) that Forge's oracle run found on a967d12bf. FIX VERIFIED BEFORE PUBLISH (RTX 5080, Khronos validation layer loaded): parallel_draw_replay oracle vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (was 10/10 + 10x VUID-00050 on a967d12bf) \u2014 the Mac note's publish condition is met. GodotSharp regenerated from this binary \u2014 Api AND Tools, API unchanged. Headless game boot clean. In-game A/B + soak already recorded by the fps lane on a967d12bf (no fps regression 42->46-48, rGPU 8.1->6.8, soak stable, eye check PASS \u2014 ea90ea9a6); timing claims throttled-box-caveated per engine docs. Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."