skill(update-engine): full machine update — pull game repo + builds, then install engine

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2026-06-19 04:50:45 +01:00
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--- ---
name: update-engine name: update-engine
description: Install/update the local Tinqs engine (binary + GodotSharp C# bindings) from this builds repo so ariki-game runs on the current engine. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64). description: Update this machine to the current Tinqs engine so ariki-game runs. Pulls the ariki-game game repo AND the builds repo, then installs the prebuilt engine (binary + GodotSharp C# bindings) into ../engine/bin. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64).
--- ---
# Update the Tinqs engine from `builds` # Update this machine to the current Tinqs engine
**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from this Run this and your machine ends up current: **game repo pulled + engine installed + verified.**
**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from the `builds`
repo into `../engine/bin/`, which is where `ariki-game` looks for it. repo into `../engine/bin/`, which is where `ariki-game` looks for it.
## TL;DR for an agent
1. `tinqs pull` the **ariki-game** repo (latest game code) and the **builds** repo (latest engine).
2. Copy the platform binary **+ its GodotSharp** from `builds/engine/<platform>/` into `../engine/bin/`.
3. `rm -rf ariki-game/.godot/mono`, then `game.sh run` to verify.
Detail below.
## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR ## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR
The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the
@@ -32,12 +41,14 @@ tinqs-ltd/
``` ```
Adjust paths below if your checkout differs. Adjust paths below if your checkout differs.
## 1. Pull the latest build ## 1. Pull the game repo + the builds repo
```bash ```bash
cd <…>/builds cd <…>/ariki-game && tinqs pull # latest game code (4.7 cutover etc.)
tinqs pull # never `git pull` — tinqs handles LFS (the binary + GodotSharp are LFS) cd <…>/builds && tinqs pull # latest engine binary + GodotSharp (LFS)
``` ```
Never `git pull``tinqs` handles LFS + auth. If a repo is missing, clone first:
`tinqs clone tinqs/ariki-game` / `tinqs clone tinqs/builds` (and `tinqs/ariki-sim` if you run the sim).
Check `builds/manifest.json` for the current version/commit per platform. Check `builds/manifest.json` for the current version/commit per platform.
## 2a. Install — macOS (arm64) ## 2a. Install — macOS (arm64)