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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** (`51ed21d5` ) — static shadow cache + tile budget + live caster size cull + inverted contract switch, `get_video_adapter_memory()` , device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/` ) |
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| `engine/windows-x64/` | **4.7.2** (`2caca361` ) — upstream bugfixes + static shadow cache + video adapter memory query | built-in module | ✅ yes (`GodotSharp/` ) |
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Mac is engine `51ed21d5` as of 2026-10-05 (`--version` prints `4.7.2.stable.mono.custom_build.51ed21d5d` ): 4.7.2 + static shadow cache (tile budget, live caster screen-size cull, inverted-contract switch) + the video adapter memory query + GPU device-lost diagnostics (engine wiki `shadow-pass-diet-2026-10-05.md` , `gpu-device-lost-diagnostics.md` ). Windows is `2caca361` (2026-10-03, built by UyGar: `b1bc0aef` + the video adapter memory query; no 2026-10-05 round yet) until Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md` ](.agents/handoffs/forge-windows-4.7.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` .