engine(windows-x64): publish 7fb81364b — crash-handler fixes (first-wins claim, freeze note/context); GodotSharp regenerated

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ozan committed 2026-10-17 22:50:13 +01:00
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@@ -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."
}
}
}