diff --git a/README.md b/README.md index e617dbc..d05965a 100644 --- a/README.md +++ b/README.md @@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| | `engine/macos-arm64/` | **4.7.2** (`0ec39c95`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), on top of everything `1e7be28b` had | built-in module | ✅ yes (`GodotSharp/`) | -| `engine/windows-x64/` | **4.7.2** (`0ec39c95`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), same as macos-arm64 (`template_release` here is still the `1e7be28b` tree) | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/windows-x64/` | **4.7.2** (`7fb81364b`) — everything `0ec39c95` had (GPU diet + R0 P5) plus crash-handler fixes (first-wins crash claim, freeze-report note/context, pause handling); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `0ec39c95` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.0ec39c954`): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows is also engine `0ec39c95` as of 2026-10-17 — Forge rebuilt from engine main ([`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md); editor target only, `template_release` is still the `1e7be28b` tree). Both platforms carry `0ec39c95`, so the game pins `4.7.2@0ec39c954`. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows carried `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache, then `1e7be28b` 2026-10-05) until the 2026-10-17 Forge rebuild delivered all of the above plus the video adapter memory query. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). +Mac is engine `0ec39c95` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.0ec39c954`): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows carries `7fb81364b` as of 2026-10-17 (second Forge rebuild the same day: `a040761bd1` consistent note/context in freeze reports + pauses never count as stall time, `7fb81364b5` one first-wins atomic claims a Windows crash; [`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md); editor target only, `template_release` is still the `1e7be28b` tree). macos-arm64 is still `0ec39c95` — Kraken is rebuilding, so the game pin is version-only `4.7.2`; pin `4.7.2@7fb81364b` once mac lands. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows carried `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache, then `1e7be28b` 2026-10-05) until the 2026-10-17 Forge rebuild delivered all of the above plus the video adapter memory query. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. diff --git a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll index 0c61e41..fdcc478 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2915e195c89acb1d24350a086eab76a82f8e1b4dd785f3a1c179e7d01d6d0206 +oid sha256:4f920d6883639cf042b18d51b9e42c91071d2677ee00d42f24ab93371eed6a2e size 12288 diff --git a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb index e3b2333..3ab31db 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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-1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:55fcb2db436fb5b06e3a5245c05894cb0105319ad57ddd7c000275adca3956c2 -size 184020992 +oid sha256:7f3ae09a89378f9e41ee91c6c080a394c3d1567821729537d980e963a60bc274 +size 184022016 diff --git a/manifest.json b/manifest.json index ba1a94d..a4ff81b 100644 --- a/manifest.json +++ b/manifest.json @@ -19,17 +19,17 @@ "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "godotsharp": "engine/windows-x64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.0ec39c954", + "version": "4.7.2.stable.mono.custom_build.7fb81364b", "engine_repo": "tinqs/engine", - "engine_commit": "0ec39c954", - "sha256": "55fcb2db436fb5b06e3a5245c05894cb0105319ad57ddd7c000275adca3956c2", - "sha256_console": "92deb0326e1b9046bb0859d6f445494be291ec8ce0bec232054128419aacc874", + "engine_commit": "7fb81364b5", + "sha256": "7f3ae09a89378f9e41ee91c6c080a394c3d1567821729537d980e963a60bc274", + "sha256_console": "5629280c49dfa529c413e77a2de3dcb7051f7f34b21e5cc65570c22e25b57186", "target": "editor", "built_on": "2026-10-17", - "built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff)", + "built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff; second rebuild same day for crash-handler fixes a040761bd1 + 7fb81364b5)", "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", - "note": "Windows now carries 0ec39c95 — same commit as macos-arm64 (Forge rebuild per handoff forge-windows-gpu-diet-r0-p5): IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic + GetErrorRecords + SetCrashContext present). Editor target only — template_release in this folder is still the 1e7be28b tree (rebuild it before the next Windows game export). D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as the 2026-10-05 publish. Game pin: ariki-game project.godot tinqs/required_engine_build = 4.7.2@0ec39c954 (set 2026-10-17 after both platforms carried 0ec39c95). Crash-report verification checklist (8 steps, engine .agents/wiki/crash-freeze-and-error-reporting.md) still owed on Windows." + "note": "Windows carries 7fb81364b — engine main (0ec39c95 GPU diet + R0 P5, plus a040761bd1 consistent note/context in freeze reports / pauses never count as stall time / hermetic watchdog test, and 7fb81364b5 one first-wins atomic claims a Windows crash). GodotSharp regenerated from this exact binary (no ClassDB API change — same bindings as the 0ec39c95 pair). Editor target only — template_release in this folder is still the 1e7be28b tree (rebuild it before the next Windows game export). D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as the 2026-10-05 publish. Game pin: version-only 4.7.2 until macos-arm64 carries 7fb81364b (Kraken rebuilding 2026-10-17), then 4.7.2@7fb81364b. Crash-report verification checklist (8 steps, engine .agents/wiki/crash-freeze-and-error-reporting.md) still owed on Windows." } } } \ No newline at end of file