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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name: update-engine
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name: update-engine
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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).
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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).
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# Update the Tinqs engine from `builds`
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# Update this machine to the current Tinqs engine
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**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from this
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Run this and your machine ends up current: **game repo pulled + engine installed + verified.**
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**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from the `builds`
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repo into `../engine/bin/`, which is where `ariki-game` looks for it.
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repo into `../engine/bin/`, which is where `ariki-game` looks for it.
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## TL;DR for an agent
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1. `tinqs pull` the **ariki-game** repo (latest game code) and the **builds** repo (latest engine).
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2. Copy the platform binary **+ its GodotSharp** from `builds/engine/<platform>/` into `../engine/bin/`.
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3. `rm -rf ariki-game/.godot/mono`, then `game.sh run` to verify.
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Detail below.
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## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR
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## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR
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The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the
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The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the
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@@ -32,12 +41,14 @@ tinqs-ltd/
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```
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```
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Adjust paths below if your checkout differs.
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Adjust paths below if your checkout differs.
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## 1. Pull the latest build
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## 1. Pull the game repo + the builds repo
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```bash
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```bash
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cd <…>/builds
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cd <…>/ariki-game && tinqs pull # latest game code (4.7 cutover etc.)
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tinqs pull # never `git pull` — tinqs handles LFS (the binary + GodotSharp are LFS)
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cd <…>/builds && tinqs pull # latest engine binary + GodotSharp (LFS)
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```
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```
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Never `git pull` — `tinqs` handles LFS + auth. If a repo is missing, clone first:
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`tinqs clone tinqs/ariki-game` / `tinqs clone tinqs/builds` (and `tinqs/ariki-sim` if you run the sim).
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Check `builds/manifest.json` for the current version/commit per platform.
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Check `builds/manifest.json` for the current version/commit per platform.
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## 2a. Install — macOS (arm64)
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## 2a. Install — macOS (arm64)
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