engine(macos-arm64): rebuild with Tinqs branding restored (logos/splash)
The 4.7 build now bakes in the Tinqs logos again (upstream rebase had reset them to the Godot robot). New binary sha + version 4ba7b5b5b (engine 5727de0). GodotSharp unchanged (logo-only rebuild — C# bindings identical), so only the binary is re-shipped. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
+5
-5
@@ -4,17 +4,17 @@
|
||||
"macos-arm64": {
|
||||
"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
|
||||
"godotsharp": "engine/macos-arm64/GodotSharp",
|
||||
"version": "4.7.stable.mono.custom_build.e26d9949c",
|
||||
"version": "4.7.stable.mono.custom_build.4ba7b5b5b",
|
||||
"engine_repo": "tinqs/engine",
|
||||
"engine_commit": "4ba7b5b",
|
||||
"sha256": "5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1",
|
||||
"engine_commit": "5727de0",
|
||||
"sha256": "19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8",
|
||||
"target": "editor",
|
||||
"built_on": "2026-06-19",
|
||||
"built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)",
|
||||
"toolchain": "Xcode 26.3 (Apple clang 17)",
|
||||
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
|
||||
"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 REGENERATED + shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). Verified: terrain renders, animals GPU-driven, 0 wrapper errors. Note: binary's baked version-hash reads e26d9949c (built before the engine history was flattened to single commit 4ba7b5b); same compiled code.",
|
||||
"version_hash_note": "engine main is the single 4.7 snapshot 4ba7b5b; the binary predates the flatten so --version prints e26d9949c"
|
||||
"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"
|
||||
},
|
||||
"windows-x64": {
|
||||
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
|
||||
|
||||
Reference in New Issue
Block a user