engine(windows-x64): fec9847 — spring-bone collision fix + lateral coupling
Match the Kraken macos-arm64 drop: same engine commit, regenerated GodotSharp (lateral_coupling), Planet-Dot splash baked in.
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@@ -31,11 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff |
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| `engine/macos-arm64/` | **4.7** (`fec9847`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7** (`fec9847`) — native modules | built-in module | ✅ yes (`GodotSharp/`) |
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**Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge —
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see [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
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Both platforms are on engine `fec9847` (spring-bone collision fix + lateral coupling + Planet-Dot splash). Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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