diff --git a/.agents/handoffs/forge-windows-sscs-9dcc5d45.md b/.agents/handoffs/forge-windows-sscs-9dcc5d45.md index f98d36b..68903fe 100644 --- a/.agents/handoffs/forge-windows-sscs-9dcc5d45.md +++ b/.agents/handoffs/forge-windows-sscs-9dcc5d45.md @@ -32,3 +32,15 @@ then fails with "Dependency resolution failed for GodotTools.dll"). (Mac M1 Max ≈ 0.43 ms at the beach); `env contactshadow length 0|2`, `blur 0` change it live; `off` restores. - Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)). 3. Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push. + +## 2026-10-18 Windows side done (Forge/ZCode) + +Windows published `9dcc5d458` (built at `9dcc5d458f` — docs-only commits excluded so both platforms + the pin +share one hash). Whole `GodotSharp` published (Api + Tools). Headless game boot: clean, 0 binding errors. +- Oracle `draw_indirect_count` d3d12 (RTX 5080): **22 passed, 2 failed** — the 2 base-instance cases, the + documented D3D12 gap (expected-fail per draw-indirect-count.md; got `[0]`/`[0,1]` where `first_instance` is + ignored). They RAN rather than SKIPped — the skip gate seems D3D12-absent; same result either way. +- `--gpu-validation` could NOT run: D3D12 debug layer is not installed on Forge (`_initialize_debug_layers` + → ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false — + the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass. +- In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here. diff --git a/README.md b/README.md index 00f392d..dd24817 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** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | 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/`) | +| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is still `7fb81364b`** and the game pin is `4.7.2@9dcc5d458`, so Windows engines are refused until Forge rebuilds from engine main (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`). +Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows. 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 fdcc478..cdaad94 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 sha256:4f920d6883639cf042b18d51b9e42c91071d2677ee00d42f24ab93371eed6a2e +oid sha256:d956ab32b50aff9bb875041884e7114cdb3d735b4eef0071a0dc13a55505562b size 12288 diff --git a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb index 3ab31db..27abddc 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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b/engine/windows-x64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:02c991200f900387ee989cf0418d7cfb3d06c7712a2733cfed7aca6a6e1eb215 -size 261681 +oid sha256:344d14305bf236d1f8e44817600fc6085edfbc1ce6392e018076d85089a5edf2 +size 261682 diff --git a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe index fc44760..2cdc52c 100644 --- a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe +++ b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5629280c49dfa529c413e77a2de3dcb7051f7f34b21e5cc65570c22e25b57186 +oid sha256:83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad size 243712 diff --git a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe index ba95031..93192ce 100644 --- a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe +++ b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7f3ae09a89378f9e41ee91c6c080a394c3d1567821729537d980e963a60bc274 -size 184022016 +oid sha256:46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d +size 184066560 diff --git a/manifest.json b/manifest.json index 1adda10..f4da2d4 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.7fb81364b", + "version": "4.7.2.stable.mono.custom_build.9dcc5d458", "engine_repo": "tinqs/engine", - "engine_commit": "7fb81364b5", - "sha256": "7f3ae09a89378f9e41ee91c6c080a394c3d1567821729537d980e963a60bc274", - "sha256_console": "5629280c49dfa529c413e77a2de3dcb7051f7f34b21e5cc65570c22e25b57186", + "engine_commit": "9dcc5d458f", + "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", + "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", "target": "editor", - "built_on": "2026-10-17", - "built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff; second rebuild same day for crash-handler fixes a040761bd1 + 7fb81364b5)", + "built_on": "2026-10-18", + "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", "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 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." + "note": "Windows carries 9dcc5d458 — SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary — Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed — the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge — Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only — template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." } } } \ No newline at end of file