Merge branch 'main' of ssh.tinqs.com:tinqs/builds

# Conflicts:
#	.gitignore
#	manifest.json
This commit is contained in:
2026-06-19 04:26:18 +01:00
79 changed files with 420 additions and 34 deletions
+10 -24
View File
@@ -1,17 +1,20 @@
{
"_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": "4.6.5.stable.mono.custom_build.420e74bf8",
"godotsharp": "engine/macos-arm64/GodotSharp",
"version": "4.7.stable.mono.custom_build.4ba7b5b5b",
"engine_repo": "tinqs/engine",
"engine_commit": "420e74b",
"sha256": "69af9e1211793c0c3ca5a2770fc4fb8a448beea1c8842df412d00cced4b167fe",
"engine_commit": "5727de0",
"sha256": "19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8",
"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": "2026-06-19",
"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 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": "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",
@@ -27,24 +30,7 @@
"built_by": "Forge (Ozan's Windows box — local build, Godot 4.7 migration)",
"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit deps, mono glue + GodotSharp assemblies",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
"godotsharp_install": "cp -R engine/windows-x64/GodotSharp <engine-bin-dir>/GodotSharp (REQUIRED for the C# game: dotnet build links against these Api/Tools assemblies; version-matched to this binary)",
"note": "Branded 4.7 editor binary + console + GodotSharp C# assemblies. Built from engine 4f2e02e5b7 (4.7 single-version snapshot + Windows build fixes: terrain_3d template-safety, .rc icon refs, d3d12/angle/accesskit dep flags). Verified: editor + both export templates build clean; ariki-game runs at 59fps with sim connected. NOTE: macos-arm64 above is still 4.6.5 — Kraken must rebuild + republish for 4.7."
}
},
"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 <ariki-game>/addons/terrain_3d/bin/",
"note": "GDExtension only — no engine rebuild needed."
"note": "4.7 editor + console + GodotSharp (matched pair). Built from engine 4f2e02e5b7 (4.7 snapshot + Windows build fixes: terrain_3d template-safety / +<array>,<vector>, .rc icon refs godot_console.ico->tinqs_console.ico, d3d12/angle/accesskit dep flags). Terrain3D is a NATIVE engine module — its C# bindings are in this GodotSharp (a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). Verified: editor + both export templates build clean; ariki-game runs 59fps with sim connected. Resolves .agents/handoffs/forge-windows-4.7.md."
}
}
}