engine(macos-arm64): publish 4fde0e94 - G2 pooled GPU cull, fixed shadow band, STATIC_SHADOW_AT_REST; GodotSharp regenerated; Forge handoff for Windows

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
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ozanandClaude Opus 5.5 committed 2026-10-18 04:56:22 +01:00
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@@ -31,10 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---|
| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/macos-arm64/` | **4.7.2** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — one commit behind macos-arm64 (pin is 4fde0e94d, rebuild pending): screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows.
Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. The game pins `4.7.2@4fde0e94d` (its `tree_wind.gdshader` uses the new built-in), so Windows is locked out until Forge rebuilds 4fde0e94 (`.agents/handoffs/forge-windows-g2-4fde0e94.md`). Windows is engine `9dcc5d45`: Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows.
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.