engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
This commit is contained in:
1 parent
c737ff6c05
commit
5171b5979b
1 file changed
+1
-1
+1
-1
@@ -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)",
|
"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",
|
"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",
|
"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": {
|
"windows-x64": {
|
||||||
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
|
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
|
||||||
|
|||||||
Reference in new issue
Block a user