engine/macos-arm64: publish 4.6.4 (4fe1323) — agent_skinned GPU herd skinning FIXED

New editor binary with the agent_skinned skinned-herd renderer visually verified: TANGENT vec3
shader fix + albedo_tex, and the column-major bone-matrix transpose fix (was crumpling meshes).
sha256 4599c0f9…  See engine wiki agent-skinned-gpu-herd.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-13 23:38:00 +01:00
parent a2d763fc3b
commit 7c5b817d99
2 changed files with 7 additions and 7 deletions
+6 -6
View File
@@ -2,16 +2,16 @@
"engine": {
"macos-arm64": {
"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
"version": "4.6.4.stable.mono.custom_build.ad16dc90f",
"version": "4.6.4.stable.mono.custom_build.4fe1323a7",
"engine_repo": "tinqs/engine",
"engine_commit": "64fb5cc",
"sha256": "aa9652f9cb58ec2027b923a4e8f3fd9f15ca6e3231a7073e665f3c4f309770f1",
"engine_commit": "4fe1323",
"sha256": "4599c0f90896e8f5d8a19a6a6ee9e5c987c6f0254f20daabc4f05c2d65497976",
"target": "editor",
"built_on": "2026-06-13",
"built_by": "Kraken (local build \u2014 engine 4.6.4 with agent_skinned module + branding fixes)",
"built_by": "Kraken (local build \u2014 engine 4.6.4, agent_skinned GPU-herd skinning fixed + visually verified)",
"toolchain": "Xcode 26.3 (Apple clang 17)",
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan",
"note": "Editor binary, built from engine 64fb5cc (4.6.4). Includes the new agent_skinned module (MultiSkinnedMeshInstance3D data plane + MultiSkinnedInstance3D renderer, 21 doctest cases all pass) + branding fixes (Tinqs in window titles, AppUserModelID, MessageBox, NSApp, SDL class, TTS, log tags, HTML editor; Windows .ico/.manifest/.natvis/.rc all renamed godot_* -> tinqs_*). .NET assemblies (GodotSharp) are provided by the game project. Terrain3D macOS frameworks ship HERE (see terrain_3d below) \u2014 they are gitignored in the game repo. Run with the existing ariki-game project."
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
"note": "Editor binary, built from engine 4fe1323 (4.6.4). agent_skinned GPU skinned-herd renderer (MultiSkinnedMeshInstance3D + MultiSkinnedInstance3D) is now VISUALLY VERIFIED driving the Ariki crocodile \u2014 fixed two bugs the data-plane doctests never caught: (1) default shader compared TANGENT as vec4 (it's vec3 in Godot 4) so it never compiled; added an albedo_tex uniform+fragment so herds texture out of the box; (2) bone matrices were stored basis-ROWS but the shader reads mat4(c0,c1,c2,c3) as COLUMNS, transposing every bone and crumpling the mesh \u2014 now stored column-major (regression test added). Plus branding fixes (Tinqs window titles, AppUserModelID, etc.). .NET assemblies (GodotSharp) come from the game project. Terrain3D macOS frameworks ship HERE (terrain_3d below). See engine wiki agent-skinned-gpu-herd.md."
},
"windows-x64": {
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",