From 5171b5979bb6c28d6d1bda4f7034588d447308a3 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Mon, 5 Oct 2026 19:23:40 +0100 Subject: [PATCH] =?UTF-8?q?engine(macos-arm64):=20publish=201e7be28b=20(sa?= =?UTF-8?q?me=20code=20as=20b0daf759,=20relinked=20to=20match=20the=20Wind?= =?UTF-8?q?ows=20pair=20d4cf0b7)=20=E2=80=94=20both=20platforms=20on=20one?= =?UTF-8?q?=20engine=20commit;=20GodotSharp=20regenerated?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5.1 Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2 --- manifest.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/manifest.json b/manifest.json index 769ceec..6715f91 100644 --- a/manifest.json +++ b/manifest.json @@ -13,7 +13,7 @@ "built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)", "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Mac. Engine 1e7be28b = b0daf759 code + a docs commit, relinked so macOS and Windows carry the SAME engine commit for the required_engine_build pin (4.7.2@1e7be28b). Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 is 1e7be28b1 too (Forge, d4cf0b7); pin set in ariki-game project.godot." + "note": "Mac. Engine 1e7be28b = b0daf759 code + one docs commit, relinked so macOS and Windows carry the SAME engine commit for the pin. Mac. Engine 1e7be28b = b0daf759 code + a docs commit, relinked so macOS and Windows carry the SAME engine commit for the required_engine_build pin (4.7.2@1e7be28b). Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 is 1e7be28b1 too (Forge, d4cf0b7); pin set in ariki-game project.godot." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",