engine(windows-x64): publish d49400463 — VUID-00050 pool-reset fix VERIFIED (oracle 10/10, zero VUIDs, validation on) before publish; GodotSharp regenerated
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@@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7.2** (`d4940046`) — `a967d12b` (parallel draw-list replay + recording) plus the parallel-replay command-pool reset (VUID-00050 fix) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/macos-arm64/` | **4.7.2** (`d4940046`) — `a967d12b` (parallel draw-list replay + recording) plus the parallel-replay command-pool reset (VUID-00050 fix) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`a967d12bf`) — same hash as macos-arm64: `e64890fd` plus parallel draw-list replay + recording (both default off; oracle 10/10, one VUID finding recorded); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`d49400463`) — same hash as macos-arm64: parallel draw-list replay + recording (game ships both ON) plus the VUID-00050 pool-reset fix, **verified 10/10 oracle with zero VUIDs before publish**; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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Mac is engine `d4940046` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.d49400463`): `a967d12b` plus a per-frame reset of the parallel-replay secondary command pools (fixes VUID-vkBeginCommandBuffer-00050). `a967d12b` is `e64890fd` plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle `parallel_draw_replay` Vulkan 10/10, Metal 5/5 (`engine/.agents/wiki/parallel-draw-replay.md`). **Windows is also engine `a967d12bf` as of 2026-10-19** — Forge ran the engine-side tests before publishing (engine `.agents/wiki/parallel-draw-replay.md` § Windows (Forge)): replay+record oracle Vulkan with validation **10/10 exit 0** but **10× VUID-vkBeginCommandBuffer-00050** in the first parallel state (secondary command buffers re-begun from pools without `RESET_COMMAND_BUFFER_BIT`; feature-off control = 0 VUIDs; NVIDIA tolerates it, MoltenVK never flagged — engine-owner fix owed); `draw_indirect_count` d3d12 with the newly installed debug layer **22/0 + expected SKIP line** (the old 22/2 was the no-layer run where base-instance ran instead of skipping); `multimesh_cull_pool` d3d12 **4524/4524** — parity with Mac. Vulkan SDK + Graphics Tools are now installed on Forge, closing the "--gpu-validation owed" notes. Still owed (same wiki section): the VUID-00050 fix + a `--gpu-validation` soak, tests=yes unit suites, crash checklist. Before this, Mac was engine `e64890fd` as of 2026-10-18: `4fde0e94` plus the Apple autorelease-drain fix (Mach-port leak, flat at ~640 ports now) and the G4 mergeable-draw census. Underneath, `4fde0e94` added G2 pooled GPU cull (`env gpucull pool`), fixed shadow LOD band (`env gpucull shadowband`) and `STATIC_SHADOW_AT_REST` (`env gpucull staticrest`; the game's `tree_wind.gdshader` uses it); all default off. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`).
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Mac is engine `d4940046` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.d49400463`): `a967d12b` plus a per-frame reset of the parallel-replay secondary command pools (fixes VUID-vkBeginCommandBuffer-00050). `a967d12b` is `e64890fd` plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle `parallel_draw_replay` Vulkan 10/10, Metal 5/5 (`engine/.agents/wiki/parallel-draw-replay.md`). **Windows is also engine `d49400463` as of 2026-10-19** — Forge verified the fix before publishing: replay+record oracle Vulkan `--gpu-validation` **10/10 exit 0 with ZERO VUID lines** (on `a967d12bf` the same run had 10× VUID-00050 — the finding that produced this fix). The parallel features' Windows story: the fps lane's in-game A/B on `a967d12bf` recorded no fps regression (42→46-48), rGPU down 8.1→6.8 ms, 10-min soak stable, eye check PASS, and the game ships both ON (`f7ddc64a1`); timing claims carry the throttled-box caveat from the engine wiki. Earlier Windows oracle work on `a967d12bf`: `draw_indirect_count` d3d12 with debug layer 22/0 + expected SKIP line; `multimesh_cull_pool` d3d12 4524/4524 (parity with Mac, pooled-cull gate met). Vulkan SDK + Graphics Tools are installed on Forge. Still owed: a `--gpu-validation` in-game soak on `d49400463`, tests=yes unit suites, crash checklist. Underneath: `e64890fd` (Apple autorelease-drain + G4 census) on `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) on the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`).
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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@@ -19,17 +19,17 @@
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.a967d12bf",
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"version": "4.7.2.stable.mono.custom_build.d49400463",
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"engine_repo": "tinqs/engine",
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"engine_repo": "tinqs/engine",
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"engine_commit": "a967d12bf6",
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"engine_commit": "d49400463b",
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"sha256": "66b27d296ddb444247415cce2e248930055141d244fc8fea92ecf4be6ae1a7bb",
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"sha256": "4c3a52ecf3804a98e559d5f8a1d399d24573c14e34858d4030ba9ab06f35b6e8",
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"sha256_console": "0d52d55ba20b177bbef48822cedf3726fdfc4af376135c06808df73a8b3155ff",
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"sha256_console": "6bbb9732c8f6e1c9706d7d9248ac695956e426b0a14850fc46b589d3caec0aac",
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"target": "editor",
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"target": "editor",
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"built_on": "2026-10-19",
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"built_on": "2026-10-19",
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"built_by": "Ozan/Forge via ZCode (forge-windows-parallel-replay handoff; engine-side tests run before publish)",
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"built_by": "Ozan/Forge via ZCode (VUID-00050 fix verification + publish)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows carries a967d12bf \u2014 SAME hash as macos-arm64 (built at a967d12bf6): e64890fd pair (see its note in git history) PLUS 06ecc5df parallel draw-list replay (Vulkan, chunks re-recorded into secondary command buffers on worker threads at frame end; rendering/rendering_device/parallel_draw_replay/*, DEFAULT OFF) PLUS a967d12bf parallel draw-list recording (Forward+ splits render lists over worker threads at record time, every driver; rendering/rendering_device/parallel_draw_recording/*, DEFAULT OFF; set_parallel_draw_recording / get_parallel_draw_recording_info). GodotSharp regenerated from this binary \u2014 Api AND Tools (SetParallelDrawRecording + GetParallelDrawRecordingInfo + SetParallelDrawReplay + GetParallelDrawReplayInfo present). ENGINE-SIDE TESTS (RTX 5080, Vulkan SDK + D3D12 debug layer NOW INSTALLED on Forge): parallel_draw_replay oracle vulkan+validation 10/10 exit 0 \u2014 BUT VUID-vkBeginCommandBuffer-00050 x10 fires in the first parallel state (secondary cmd buffers re-begun from pools without RESET_COMMAND_BUFFER_BIT; control with feature off = 0 VUIDs) \u2014 spec-UB the NVIDIA driver currently tolerates, MoltenVK never flagged; engine-owner fix owed (pool flag or vkResetCommandBuffer). draw_indirect_count d3d12 + debug layer: 22/0 + expected SKIP base-instance line, exit 0 (old 22/2 was the no-layer run). multimesh_cull_pool d3d12 + debug layer: 4524/4524 exit 0 \u2014 parity with Mac, UN-GATES making pooled cull the default per the G2 handoff. Still owed: in-game A/Bs of the parallel handoff (replay/record 4-state + occlusion on/off), 10-min replay soak + shadow-edge eye check, tests=yes unit suites, crash checklist (8 steps). Editor target only \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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"note": "Windows carries d49400463 — SAME hash as macos-arm64 (built at d49400463b): the a967d12bf pair (parallel draw-list replay + recording, both shipping ON in the game since f7ddc64a1; see the a967d12bf note in git history for the full stack) PLUS d49400463b — each parallel-replay secondary command pool resets at the frame's graph begin, fixing the VUID-vkBeginCommandBuffer-00050 (10x on NVIDIA with validation) that Forge's oracle run found on a967d12bf. FIX VERIFIED BEFORE PUBLISH (RTX 5080, Khronos validation layer loaded): parallel_draw_replay oracle vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (was 10/10 + 10x VUID-00050 on a967d12bf) — the Mac note's publish condition is met. GodotSharp regenerated from this binary — Api AND Tools, API unchanged. Headless game boot clean. In-game A/B + soak already recorded by the fps lane on a967d12bf (no fps regression 42->46-48, rGPU 8.1->6.8, soak stable, eye check PASS — ea90ea9a6); timing claims throttled-box-caveated per engine docs. Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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}
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}
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}
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}
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}
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}
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