From 33b37f47de8661483fd8fe6bdb05baad317f104d Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Thu, 18 Jun 2026 21:56:33 +0100 Subject: [PATCH 1/3] engine(macos-arm64): host Tinqs Engine 4.7.0 binary (8d56dbe) Godot 4.7-stable rebased with Tinqs branding + 10 agent modules + terrain3d. 4.7 migration fixes: callable_mp.h + class_db.h includes, macOS SCsub #bin/tinqs. Build green on Kraken (Xcode 26.3). Binary reports 4.7.stable.mono.custom_build.8d56dbe70. Windows stays 4.6.4 (4.7 Forge build pending). terrain_3d GDExtension NOT yet rebuilt for 4.7 ABI. --- engine/macos-arm64/tinqs.macos.editor.arm64.mono | 4 ++-- manifest.json | 12 ++++++------ 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index 8791775..f487abd 100755 --- a/engine/macos-arm64/tinqs.macos.editor.arm64.mono +++ b/engine/macos-arm64/tinqs.macos.editor.arm64.mono @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:69af9e1211793c0c3ca5a2770fc4fb8a448beea1c8842df412d00cced4b167fe -size 134103504 +oid sha256:17e2f3c084fee797400d7f00c4ba5df297f268fbad33a63b2b05dc1914732218 +size 132745168 diff --git a/manifest.json b/manifest.json index 963e6c9..b3cfcb1 100644 --- a/manifest.json +++ b/manifest.json @@ -2,16 +2,16 @@ "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", - "version": "4.6.5.stable.mono.custom_build.420e74bf8", + "version": "4.7.stable.mono.custom_build.8d56dbe70", "engine_repo": "tinqs/engine", - "engine_commit": "420e74b", - "sha256": "69af9e1211793c0c3ca5a2770fc4fb8a448beea1c8842df412d00cced4b167fe", + "engine_commit": "8d56dbe", + "sha256": "17e2f3c084fee797400d7f00c4ba5df297f268fbad33a63b2b05dc1914732218", "target": "editor", - "built_on": "2026-06-16", - "built_by": "Kraken (local build — engine 4.6.5, agent_skinned crowd platform: mat4x3 palette + GPU distance-LOD + RGBA16F + set_bone_matrices; doctests green)", + "built_on": "2026-06-18", + "built_by": "Kraken (local build — Godot 4.7-stable rebased with Tinqs branding + 10 agent modules + terrain3d)", "toolchain": "Xcode 26.3 (Apple clang 17)", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Editor binary, engine 420e74b (4.6.5). agent_skinned: mat4x3 (3-texel) palette, per-instance GPU distance-LOD (near=4-bone/2-frame, far=dominant-bone/nearest), RGBA16F, set_bone_matrices bulk-load. 24 module doctests green. Windows build pending from Forge." + "note": "Editor binary, engine 8d56dbe (4.7.0). Base: Godot 4.7-stable. Tinqs branding layer (banner/version/strings/Windows renames) + modules/agent_* (10) + vendored terrain3d (border-NaN patch). 4.7 migration fixes: callable_mp.h + class_db.h includes (4.7 decoupled transitive includes), macOS SCsub #bin/tinqs. Build green (9:18 + 10s relink). ⚠️ terrain_3d GDExtension NOT yet rebuilt for 4.7 ABI — ariki-game must rebuild terrain3d against 4.7 headers before switching off 4.6. Windows 4.7 build pending from Forge (still 4.6.4 below)." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", From b0810fbdfd05644325be462dcd6c1318ba23f027 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Fri, 19 Jun 2026 02:35:00 +0100 Subject: [PATCH 2/3] engine(macos-arm64): 4.7 native-module build + ship GodotSharp; add update-engine skill MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Replace macOS binary with the 4.7 build where Terrain3D + agent_skinned are native engine modules (no GDExtension .framework). Fixed C# bindability (set_plugin->Object, abstract Terrain3DAssetResource, drop dup duplicate bind) so glue generates. - SHIP GodotSharp alongside the binary (matched pair) — stale/missing GodotSharp causes "Wrapper class not found for Terrain3D" / ".NET assemblies not found". Engine does not regenerate it. Un-ignore GodotSharp in .gitignore. - manifest.json: macOS -> 4.7 (4ba7b5b) + new sha + godotsharp field; drop obsolete terrain_3d GDExtension section; windows flagged 4.7-pending. - Add .agents/skills/update-engine (mac+win self-serve install) + README + Forge handoff. Co-Authored-By: Claude Opus 4.8 (1M context) --- .agents/handoffs/forge-windows-4.7.md | 62 +++++++++++++ .agents/skills/update-engine/SKILL.md | 89 +++++++++++++++++++ .gitignore | 5 +- README.md | 41 +++++++-- .../GodotSharp/Api/Debug/GodotPlugins.dll | 3 + .../GodotSharp/Api/Debug/GodotPlugins.pdb | 3 + .../Api/Debug/GodotPlugins.runtimeconfig.json | 3 + .../GodotSharp/Api/Debug/GodotSharp.dll | 3 + .../GodotSharp/Api/Debug/GodotSharp.pdb | 3 + .../GodotSharp/Api/Debug/GodotSharp.xml | 3 + .../GodotSharp/Api/Debug/GodotSharpEditor.dll | 3 + .../GodotSharp/Api/Debug/GodotSharpEditor.pdb | 3 + .../GodotSharp/Api/Debug/GodotSharpEditor.xml | 3 + .../GodotSharp/Api/Release/GodotPlugins.dll | 3 + .../GodotSharp/Api/Release/GodotPlugins.pdb | 3 + .../Release/GodotPlugins.runtimeconfig.json | 3 + .../GodotSharp/Api/Release/GodotSharp.dll | 3 + .../GodotSharp/Api/Release/GodotSharp.pdb | 3 + .../GodotSharp/Api/Release/GodotSharp.xml | 3 + .../Api/Release/GodotSharpEditor.dll | 3 + .../Api/Release/GodotSharpEditor.pdb | 3 + .../Api/Release/GodotSharpEditor.xml | 3 + .../Tools/GodotTools.BuildLogger.dll | 3 + .../Tools/GodotTools.BuildLogger.pdb | 3 + .../GodotSharp/Tools/GodotTools.Core.dll | 3 + .../GodotSharp/Tools/GodotTools.Core.pdb | 3 + .../Tools/GodotTools.IdeMessaging.dll | 3 + .../Tools/GodotTools.IdeMessaging.pdb | 3 + .../Tools/GodotTools.ProjectEditor.dll | 3 + .../Tools/GodotTools.ProjectEditor.pdb | 3 + .../GodotSharp/Tools/GodotTools.Shared.dll | 3 + .../GodotSharp/Tools/GodotTools.Shared.pdb | 3 + .../GodotSharp/Tools/GodotTools.deps.json | 3 + .../GodotSharp/Tools/GodotTools.dll | 3 + .../GodotSharp/Tools/GodotTools.pdb | 3 + .../Tools/GodotTools.runtimeconfig.json | 3 + .../GodotSharp/Tools/JetBrains.Lifetimes.dll | 3 + .../Tools/JetBrains.RdFramework.dll | 3 + .../Tools/JetBrains.Rider.PathLocator.dll | 3 + .../Tools/Microsoft.Build.Locator.dll | 3 + .../Tools/Microsoft.CodeAnalysis.CSharp.dll | 3 + .../Tools/Microsoft.CodeAnalysis.dll | 3 + ...osoft.VisualStudio.SolutionPersistence.dll | 3 + .../GodotSharp/Tools/Newtonsoft.Json.dll | 3 + .../GodotSharp/Tools/NuGet.Frameworks.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../cs/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../de/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../es/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../fr/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../it/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../ja/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../ko/Microsoft.CodeAnalysis.resources.dll | 3 + .../Tools/nupkgs/Godot.NET.Sdk.4.7.0.nupkg | 3 + .../nupkgs/Godot.SourceGenerators.4.7.0.nupkg | 3 + .../Tools/nupkgs/GodotSharp.4.7.0.nupkg | 3 + .../Tools/nupkgs/GodotSharp.4.7.0.snupkg | 3 + .../Tools/nupkgs/GodotSharpEditor.4.7.0.nupkg | 3 + .../nupkgs/GodotSharpEditor.4.7.0.snupkg | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../pl/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../ru/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../tr/Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../Microsoft.CodeAnalysis.resources.dll | 3 + ...icrosoft.CodeAnalysis.CSharp.resources.dll | 3 + .../Microsoft.CodeAnalysis.resources.dll | 3 + .../macos-arm64/tinqs.macos.editor.arm64.mono | 4 +- manifest.json | 35 +++----- 79 files changed, 421 insertions(+), 34 deletions(-) create mode 100644 .agents/handoffs/forge-windows-4.7.md create mode 100644 .agents/skills/update-engine/SKILL.md create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.runtimeconfig.json create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharp.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharp.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharp.xml create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharpEditor.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharpEditor.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Debug/GodotSharpEditor.xml create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotPlugins.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotPlugins.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotPlugins.runtimeconfig.json create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharp.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharp.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharp.xml create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharpEditor.dll create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharpEditor.pdb create mode 100644 engine/macos-arm64/GodotSharp/Api/Release/GodotSharpEditor.xml create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.BuildLogger.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.BuildLogger.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.Core.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.Core.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.IdeMessaging.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.IdeMessaging.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.ProjectEditor.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.ProjectEditor.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.Shared.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.Shared.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.deps.json create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.pdb create mode 100644 engine/macos-arm64/GodotSharp/Tools/GodotTools.runtimeconfig.json create mode 100755 engine/macos-arm64/GodotSharp/Tools/JetBrains.Lifetimes.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/JetBrains.RdFramework.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/JetBrains.Rider.PathLocator.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/Microsoft.Build.Locator.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/Microsoft.CodeAnalysis.CSharp.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/Microsoft.CodeAnalysis.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/Microsoft.VisualStudio.SolutionPersistence.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/Newtonsoft.Json.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/NuGet.Frameworks.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/cs/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/cs/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/de/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/de/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/es/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/es/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/fr/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/fr/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/it/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/it/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ja/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ja/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ko/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ko/Microsoft.CodeAnalysis.resources.dll create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.0.nupkg create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.0.nupkg create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.0.nupkg create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.0.snupkg create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.0.nupkg create mode 100644 engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.0.snupkg create mode 100755 engine/macos-arm64/GodotSharp/Tools/pl/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/pl/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/pt-BR/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/pt-BR/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ru/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/ru/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/tr/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/tr/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/zh-Hans/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/zh-Hans/Microsoft.CodeAnalysis.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/zh-Hant/Microsoft.CodeAnalysis.CSharp.resources.dll create mode 100755 engine/macos-arm64/GodotSharp/Tools/zh-Hant/Microsoft.CodeAnalysis.resources.dll diff --git a/.agents/handoffs/forge-windows-4.7.md b/.agents/handoffs/forge-windows-4.7.md new file mode 100644 index 0000000..ba4b551 --- /dev/null +++ b/.agents/handoffs/forge-windows-4.7.md @@ -0,0 +1,62 @@ +# Handoff → Forge (Ozan's Windows box): build Windows 4.7 + ship GodotSharp + +**Date:** 2026-06-19 · **From:** macOS 4.7 native-module migration · **For:** Windows build owner + +## Why + +The engine moved to **Godot 4.7** and **Terrain3D + agent_skinned are now native engine modules** +(compiled into the binary — no GDExtension `.framework`). macOS is done and shipped in this repo +(`engine/macos-arm64/`). **Windows is still 4.6.5 with the GDExtension** and must be brought up to +4.7 the same way, or Windows teammates can't run the new `ariki-game` (the game-side cutover removed +the terrain GDExtension). + +## The critical bit (don't skip) + +After the 4.7 build you **must regenerate GodotSharp and ship it next to the binary.** A native +module changes the engine's class list; the C# bindings (`GodotSharp`) must be regenerated to +include `Terrain3D` / `MultiSkinnedMeshInstance3D`, or the game throws +`Wrapper class not found for type: Terrain3D` (terrain = water, animals frozen). The engine does +**not** regenerate GodotSharp at runtime. + +## Steps (Windows) + +1. **Sync engine source** to the current `tinqs/engine` `main` (single 4.7 snapshot, `4ba7b5b`). + ``` + cd engine + tinqs pull # or: git fetch origin && git checkout main && git reset --hard origin/main + ``` +2. **Build the editor**: + ``` + scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes + scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes windows_subsystem=console # console binary + ``` +3. **Regenerate the mono glue + GodotSharp assemblies** (this is the step that fixes the wrapper errors): + ``` + bin\tinqs.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules\mono\glue + python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin --godot-platform=windows + ``` + Confirm `bin\GodotSharp\Api\Debug\GodotSharp.dll` exists and that + `modules\mono\glue\...\Generated\Constructors.cs` contains `Terrain3D` (grep it). +4. **If you hit the same build errors I did** (already fixed in `main`, but for reference): a core + module can't expose an editor-API type — `Terrain3D::set_plugin` must take `Object*` not + `EditorPlugin*`; `Terrain3DAssetResource` must be `GDREGISTER_ABSTRACT_CLASS`; drop the redundant + `Terrain3DRegion::duplicate` bind. These are already in `main` — a clean pull should have them. +5. **Drop into this builds repo** (`engine/windows-x64/`): + - `tinqs.windows.editor.x86_64.mono.exe` (+ `.console.exe`) + - the whole `GodotSharp/` folder ← **new requirement; was previously .gitignored** +6. **Update `manifest.json`** windows-x64 block: version `4.7…`, `engine_commit` `4ba7b5b`, new + sha256s, add `"godotsharp": "engine/windows-x64/GodotSharp"`, clear the "pending" note. +7. `tinqs push`. + +## Verify + +On a Windows machine with `ariki-game`: run the update-engine skill (`.agents/skills/update-engine`, +Windows path), launch `game.sh run`. Healthy = terrain renders, animals animate, **0** +`Wrapper class not found`, no `.NET assemblies not found`. + +## Notes + +- `.gitattributes` already LFS-tracks `engine/**`, so the binary + GodotSharp go to LFS automatically. +- The macOS side in this repo is the reference for exactly what the layout should look like. +- Game-side cutover (GDExtension removal, `project.godot`→4.7) is committed on `ariki-game` `main` + (held pending team sync) — Windows teammates need this engine before that lands for them. diff --git a/.agents/skills/update-engine/SKILL.md b/.agents/skills/update-engine/SKILL.md new file mode 100644 index 0000000..17f8da7 --- /dev/null +++ b/.agents/skills/update-engine/SKILL.md @@ -0,0 +1,89 @@ +--- +name: update-engine +description: Install/update the local Tinqs engine (binary + GodotSharp C# bindings) from this builds repo so ariki-game runs on the current engine. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64). +--- + +# Update the Tinqs engine from `builds` + +**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from this +repo into `../engine/bin/`, which is where `ariki-game` looks for it. + +## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR + +The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the +same engine source** and must be installed **together**. The binary does **not** regenerate +`GodotSharp` — it must sit next to the binary on disk. Mismatch symptoms: + +| Symptom | Cause | +|---|---| +| `.NET assemblies not found` dialog (looks for `engine/bin/GodotSharp/Api/Debug`) | no `GodotSharp` present | +| `Wrapper class not found for type: Terrain3D` / `MultiSkinnedMeshInstance3D` — terrain renders as water, animals don't animate | **stale** `GodotSharp` from an older engine that predates the built-in Terrain3D / agent_skinned modules | + +So: always **replace `GodotSharp` wholesale** when you take a new binary, and clear the game's C# +cache so it rebuilds against the new bindings. + +## Assumed layout + +``` +tinqs-ltd/ + ariki-game/ ← the game (looks for ../engine/bin/…) + engine/bin/ ← install target: binary + GodotSharp live here + builds/ ← this repo (prebuilt engine) +``` +Adjust paths below if your checkout differs. + +## 1. Pull the latest build + +```bash +cd <…>/builds +tinqs pull # never `git pull` — tinqs handles LFS (the binary + GodotSharp are LFS) +``` +Check `builds/manifest.json` for the current version/commit per platform. + +## 2a. Install — macOS (arm64) + +```bash +BUILDS="<…>/builds"; ENGINE="<…>/engine/bin"; GAME="<…>/ariki-game" +mkdir -p "$ENGINE" +# 1) binary +cp "$BUILDS/engine/macos-arm64/tinqs.macos.editor.arm64.mono" "$ENGINE/" +chmod +x "$ENGINE/tinqs.macos.editor.arm64.mono" +# 2) GodotSharp — REPLACE wholesale (matched pair) +rm -rf "$ENGINE/GodotSharp" +cp -R "$BUILDS/engine/macos-arm64/GodotSharp" "$ENGINE/GodotSharp" +# 3) clear the game's stale C# cache +rm -rf "$GAME/.godot/mono" +``` + +## 2b. Install — Windows (x64), PowerShell + +```powershell +$builds="<…>\builds"; $engine="<…>\engine\bin"; $game="<…>\ariki-game" +New-Item -ItemType Directory -Force -Path $engine | Out-Null +# 1) binaries +Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.exe" $engine -Force +Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.console.exe" $engine -Force +# 2) GodotSharp — REPLACE wholesale (matched pair) +Remove-Item -Recurse -Force "$engine\GodotSharp" -ErrorAction SilentlyContinue +Copy-Item -Recurse "$builds\engine\windows-x64\GodotSharp" "$engine\GodotSharp" +# 3) clear the game's stale C# cache +Remove-Item -Recurse -Force "$game\.godot\mono" -ErrorAction SilentlyContinue +``` + +## 3. Verify + +```bash +"$ENGINE/tinqs.macos.editor.arm64.mono" --version # matches manifest.json +ls "$ENGINE/GodotSharp/Api/Debug/GodotSharp.dll" # MUST exist +``` +Then run the game (`cd ariki-game && bash tools/game.sh run`). Healthy = terrain renders, animals +animate, log shows **0** `Wrapper class not found` and no `.NET assemblies not found` dialog. + +## Notes + +- **GodotSharp must be present in this repo for the copy to work.** If `builds/engine//GodotSharp` + is missing, the build owner needs to add it (it ships *with* the binary — see `manifest.json`). +- Don't mix a new binary with an old `GodotSharp`. Always replace both, together. +- Terrain3D and the skinned-animation classes are **built into the engine binary** now (no separate + `addons/terrain_3d` GDExtension `.framework`). If you still have `addons/terrain_3d/terrain.gdextension` + or the macOS `.framework`, remove them — they conflict with the built-in module. diff --git a/.gitignore b/.gitignore index 8f1265a..5220ed2 100644 --- a/.gitignore +++ b/.gitignore @@ -1,2 +1,3 @@ -# Locally-extracted engine runtime (GodotSharp C# assemblies) — not tracked -engine/windows-x64/GodotSharp/ +# GodotSharp (the engine's C# bindings) IS now tracked and shipped alongside each binary. +# It is a matched pair with the binary — see README.md / .agents/skills/update-engine. +# (Previously windows-x64/GodotSharp was ignored; that was wrong — teammates need it.) diff --git a/README.md b/README.md index 7558d62..8afc9f1 100644 --- a/README.md +++ b/README.md @@ -1,11 +1,40 @@ # tinqs/builds -Build artifacts for the Tinqs stack — engine editor binaries and game exports. -**Binaries are stored via Git LFS** (see `.gitattributes`). Source lives in `tinqs/engine`, -`tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for what's here. +Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings). +**Binaries and GodotSharp are stored via Git LFS** (see `.gitattributes`). Source lives in +`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for exact versions. -Long-term plan: CI (Gitea Actions) builds on push and publishes here / to S3 — see -`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. +> **Use `tinqs pull` / `tinqs push`, never raw git** — these are LFS-heavy. + +## Installing / updating the engine + +**Don't copy files by hand — run the skill:** [`.agents/skills/update-engine`](.agents/skills/update-engine/SKILL.md). +Hand it to your agent; it installs the binary + GodotSharp into `../engine/bin/`, wipes stale +caches, and verifies. Covers macOS + Windows. + +## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR + +Each engine binary ships with a `GodotSharp/` folder (Godot's C# bindings) **generated from that +exact engine build**. You must install them **together** and replace any old `GodotSharp`. + +- The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a + **`.NET assemblies not found`** dialog pointing at `engine/bin/GodotSharp/Api/Debug`. +- A **stale** GodotSharp (from an older engine) against a newer binary throws + **`Wrapper class not found for type: Terrain3D`** → terrain renders as water, animals don't animate. + +This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate +`addons/terrain_3d` GDExtension `.framework`). Built-in module classes need their wrappers baked +into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary. ## Current contents -- `engine/macos-arm64/tinqs.macos.editor.arm64.mono` — Godot 4.6.3 fork editor (mono), built on Kraken with Xcode 26.3. + +| Platform | Engine | Terrain3D | GodotSharp shipped? | +|---|---|---|---| +| `engine/macos-arm64/` | **4.7** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/windows-x64/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff | + +**Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge — +see [`.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/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll 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https://git-lfs.github.com/spec/v1 -oid sha256:17e2f3c084fee797400d7f00c4ba5df297f268fbad33a63b2b05dc1914732218 -size 132745168 +oid sha256:5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1 +size 134465856 diff --git a/manifest.json b/manifest.json index c1a361c..f4c0dc1 100644 --- a/manifest.json +++ b/manifest.json @@ -1,21 +1,25 @@ { + "_install": "Use the update-engine skill (.agents/skills/update-engine) — it installs the binary AND GodotSharp together into ../engine/bin and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", - "version": "4.7.stable.mono.custom_build.8d56dbe70", + "godotsharp": "engine/macos-arm64/GodotSharp", + "version": "4.7.stable.mono.custom_build.e26d9949c", "engine_repo": "tinqs/engine", - "engine_commit": "8d56dbe", - "sha256": "17e2f3c084fee797400d7f00c4ba5df297f268fbad33a63b2b05dc1914732218", + "engine_commit": "4ba7b5b", + "sha256": "5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1", "target": "editor", - "built_on": "2026-06-18", - "built_by": "Kraken (local build — Godot 4.7-stable rebased with Tinqs branding + 10 agent modules + terrain3d)", + "built_on": "2026-06-19", + "built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)", "toolchain": "Xcode 26.3 (Apple clang 17)", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Editor binary, engine 8d56dbe (4.7.0). Base: Godot 4.7-stable. Tinqs branding layer (banner/version/strings/Windows renames) + modules/agent_* (10) + vendored terrain3d (border-NaN patch). 4.7 migration fixes: callable_mp.h + class_db.h includes (4.7 decoupled transitive includes), macOS SCsub #bin/tinqs. Build green (9:18 + 10s relink). ⚠️ terrain_3d GDExtension NOT yet rebuilt for 4.7 ABI — ariki-game must rebuild terrain3d against 4.7 headers before switching off 4.6. Windows 4.7 build pending from Forge (still 4.6.4 below)." + "note": "Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp REGENERATED + shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). Verified: terrain renders, animals GPU-driven, 0 wrapper errors. Note: binary's baked version-hash reads e26d9949c (built before the engine history was flattened to single commit 4ba7b5b); same compiled code.", + "version_hash_note": "engine main is the single 4.7 snapshot 4ba7b5b; the binary predates the flatten so --version prints e26d9949c" }, "windows-x64": { "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 (NOT YET SHIPPED — see .agents/handoffs/forge-windows-4.7.md)", "version": "4.6.5.stable.mono.custom_build.420e74bf8", "engine_repo": "tinqs/engine", "engine_commit": "420e74bf8e", @@ -25,24 +29,7 @@ "built_on": "2026-06-16", "built_by": "Forge (Ozan's Windows box — local build)", "toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, mono glue + GodotSharp assemblies", - "scons_flags": "platform=windows target=editor module_mono_enabled=yes", - "note": "Branded editor binary. Built from engine 420e74bf8e (agent_skinned mat4x3 palette, far-LOD dominant-bone, set_bone_matrices, crowd-engine-roadmap). 4.6.5. Console binary included." - } - }, - "terrain_3d": { - "macos-arm64": { - "debug_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.debug.framework", - "release_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.release.framework", - "sha256_debug": "653a16ffdc3e6bb05cf514b9700c943c8694133e28ec65800d074c58c13ea216", - "sha256_release": "ca16b2a6afa80c382ffd578ebb6b31ce456a251ef8642e7d1addba79ef51d564", - "engine_repo": "tinqs/engine", - "engine_commit": "bb8fe2f", - "built_against_engine_binary": "de00a306c", - "built_on": "2026-06-09", - "built_by": "Kraken", - "fix": "get_height no longer returns NaN at region borders.", - "install": "cp -R engine/macos-arm64/terrain_3d/bin/libterrain.macos.*.framework /addons/terrain_3d/bin/", - "note": "GDExtension only — no engine rebuild needed." + "note": "⚠️ STILL 4.6.5 — NOT the 4.7 native-module engine. Windows 4.7 build (with Terrain3D as a module + regenerated GodotSharp shipped alongside) is PENDING from Forge. See .agents/handoffs/forge-windows-4.7.md. Until then, Windows teammates stay on 4.6.5 + the GDExtension terrain." } } } From 29b5db907159de314f7bffdec6e2ae5ad9081500 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Fri, 19 Jun 2026 03:05:41 +0100 Subject: [PATCH 3/3] engine(macos-arm64): rebuild with Tinqs branding restored (logos/splash) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The 4.7 build now bakes in the Tinqs logos again (upstream rebase had reset them to the Godot robot). New binary sha + version 4ba7b5b5b (engine 5727de0). GodotSharp unchanged (logo-only rebuild — C# bindings identical), so only the binary is re-shipped. Co-Authored-By: Claude Opus 4.8 (1M context) --- engine/macos-arm64/tinqs.macos.editor.arm64.mono | 2 +- manifest.json | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index 49ee456..467a3ed 100755 --- a/engine/macos-arm64/tinqs.macos.editor.arm64.mono +++ b/engine/macos-arm64/tinqs.macos.editor.arm64.mono @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1 +oid sha256:19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8 size 134465856 diff --git a/manifest.json b/manifest.json index f4c0dc1..08aa501 100644 --- a/manifest.json +++ b/manifest.json @@ -4,17 +4,17 @@ "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.stable.mono.custom_build.e26d9949c", + "version": "4.7.stable.mono.custom_build.4ba7b5b5b", "engine_repo": "tinqs/engine", - "engine_commit": "4ba7b5b", - "sha256": "5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1", + "engine_commit": "5727de0", + "sha256": "19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8", "target": "editor", "built_on": "2026-06-19", "built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)", "toolchain": "Xcode 26.3 (Apple clang 17)", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp REGENERATED + shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). Verified: terrain renders, animals GPU-driven, 0 wrapper errors. Note: binary's baked version-hash reads e26d9949c (built before the engine history was flattened to single commit 4ba7b5b); same compiled code.", - "version_hash_note": "engine main is the single 4.7 snapshot 4ba7b5b; the binary predates the flatten so --version prints e26d9949c" + "note": "Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). REBUILT 2026-06-19 to restore Tinqs branding (the 4.7 upstream rebase had reset the logos to the Godot robot) — splash/app_icon/editor logos now the Viewport-Focus mark; see engine/brand/apply-branding.sh. Verified: terrain renders, animals GPU-driven, 0 wrapper errors. GodotSharp folder is UNCHANGED from the prior push (logo-only rebuild doesn't touch C# bindings).", + "version_hash_note": "engine main = 5727de0 (branding) on top of the 4.7 snapshot; binary --version prints 4.7.stable.mono.custom_build.4ba7b5b5b" }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",