engine(macos-arm64): 4.7 native-module build + ship GodotSharp; add update-engine skill
- 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) <noreply@anthropic.com>
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@@ -1,21 +1,25 @@
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{
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"_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.",
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"engine": {
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"version": "4.7.stable.mono.custom_build.8d56dbe70",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.stable.mono.custom_build.e26d9949c",
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"engine_repo": "tinqs/engine",
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"engine_commit": "8d56dbe",
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"sha256": "17e2f3c084fee797400d7f00c4ba5df297f268fbad33a63b2b05dc1914732218",
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"engine_commit": "4ba7b5b",
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"sha256": "5058245b24e1040dc39fe532843670ee1fce4c84e79e122bae762a51c08c52d1",
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"target": "editor",
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"built_on": "2026-06-18",
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"built_by": "Kraken (local build — Godot 4.7-stable rebased with Tinqs branding + 10 agent modules + terrain3d)",
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"built_on": "2026-06-19",
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"built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)",
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"toolchain": "Xcode 26.3 (Apple clang 17)",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"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)."
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"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.",
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"version_hash_note": "engine main is the single 4.7 snapshot 4ba7b5b; the binary predates the flatten so --version prints e26d9949c"
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},
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp (NOT YET SHIPPED — see .agents/handoffs/forge-windows-4.7.md)",
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"version": "4.6.5.stable.mono.custom_build.420e74bf8",
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"engine_repo": "tinqs/engine",
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"engine_commit": "420e74bf8e",
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@@ -25,24 +29,7 @@
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"built_on": "2026-06-16",
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"built_by": "Forge (Ozan's Windows box — local build)",
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"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, mono glue + GodotSharp assemblies",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes",
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"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."
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}
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},
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"terrain_3d": {
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"macos-arm64": {
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"debug_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.debug.framework",
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"release_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.release.framework",
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"sha256_debug": "653a16ffdc3e6bb05cf514b9700c943c8694133e28ec65800d074c58c13ea216",
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"sha256_release": "ca16b2a6afa80c382ffd578ebb6b31ce456a251ef8642e7d1addba79ef51d564",
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"engine_repo": "tinqs/engine",
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"engine_commit": "bb8fe2f",
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"built_against_engine_binary": "de00a306c",
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"built_on": "2026-06-09",
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"built_by": "Kraken",
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"fix": "get_height no longer returns NaN at region borders.",
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"install": "cp -R engine/macos-arm64/terrain_3d/bin/libterrain.macos.*.framework <ariki-game>/addons/terrain_3d/bin/",
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"note": "GDExtension only — no engine rebuild needed."
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"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."
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}
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}
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}
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