engine(windows-x64): publish 9dcc5d458 — SSCS + hero shadow min-combine + shadow fixes + draw_indirect_count (D3D12); GodotSharp regenerated (Api + Tools); oracle 22/24 (base-instance gap)

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ozan committed 2026-10-18 04:35:59 +01:00
1 parent 9d90e417ba
commit bdb2dc8ca8
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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.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."
}
}
}