engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory
Windows editor built from tinqs/engine 2caca361 on UyGar's machine (2026-10-03), the build ariki-game's settings/hardware lane has been running on. --version prints 4.7.2.stable.mono.custom_build.2caca3619; d3d12, angle and accesskit confirmed present in the binary. GodotSharp regenerated from this binary (glue has Terrain3D + GetVideoAdapterMemory) and replaced wholesale: nupkgs are 4.7.2 only (the game pins Godot.NET.Sdk/4.7.2), and the stray nested GodotSharp/GodotSharp copy is gone (the Mac layout never had it). Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). ariki-game guards each of those (HasMethod checks, ProjectSettings no-ops), so the game runs; those knobs just do nothing on Windows until a build from main. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -13,23 +13,23 @@
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"built_by": "Ozan/Kraken via Claude (shadow pass diet + device-lost diagnostics on top of the video adapter memory query)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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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": "Mac only. Engine 51ed21d5 (= code commit 2012a2d0 + a 6-line wiki commit) = 4.7.2 + static shadow cache + get_video_adapter_memory + 2026-10-05 round: static_tiles_per_frame (default 2), live_caster_min_screen_radius (default 0.005), static_default_static + static_dynamic_caster_layers (layer 19, off by default), GPU device-lost report in every build (adapter/driver/device-fault/video memory line), runtime gpu_breadcrumbs setting / --gpu-breadcrumbs, Metal command-buffer error report. GodotSharp REGENERATED from this binary - install binary + GodotSharp together via the update-engine skill. Game side needs ariki-game >= a3a7aa4ac for env staticshadow contract|budget|sizecull and /perf renderCpuMs/renderGpuMs/gc. Windows in this repo is still b1bc0aef until Forge rebuilds from main."
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"note": "Mac only. Engine 51ed21d5 (= code commit 2012a2d0 + a 6-line wiki commit) = 4.7.2 + static shadow cache + get_video_adapter_memory + 2026-10-05 round: static_tiles_per_frame (default 2), live_caster_min_screen_radius (default 0.005), static_default_static + static_dynamic_caster_layers (layer 19, off by default), GPU device-lost report in every build (adapter/driver/device-fault/video memory line), runtime gpu_breadcrumbs setting / --gpu-breadcrumbs, Metal command-buffer error report. GodotSharp REGENERATED from this binary - install binary + GodotSharp together via the update-engine skill. Game side needs ariki-game >= a3a7aa4ac for env staticshadow contract|budget|sizecull and /perf renderCpuMs/renderGpuMs/gc. Windows in this repo is 2caca361 (b1bc0aef + get_video_adapter_memory, no 2026-10-05 round) until Forge rebuilds from main."
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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",
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"version": "4.7.2.stable.mono.custom_build.b1bc0aefce",
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"version": "4.7.2.stable.mono.custom_build.2caca3619",
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"engine_repo": "tinqs/engine",
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"engine_commit": "b1bc0aef",
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"sha256": "b4fb7833539c026c4d17076a45d56c53d3f671669570cb744b7e8859c21f2789",
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"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
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"engine_commit": "2caca361",
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"sha256": "64cf3dd7e5e4e64d518b75ddc7f0c3c6cd7d6e10dd5d907e000e000863fc25f1",
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"sha256_console": "a26d55002bc960a08c9f066ef18e56b47dc18c4e6aaeb58464bc3962c8ddee5b",
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"target": "editor",
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"built_on": "2026-09-28",
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"built_by": "Kraken driver (Ozan's Windows box)",
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"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit flags, mono glue + GodotSharp assemblies",
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"built_on": "2026-10-03",
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"built_by": "UyGar's Windows box (published via PR for Ozan's review)",
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"toolchain": "MSVC + SCons, d3d12+angle+accesskit (all three confirmed present in the binary), mono glue + GodotSharp assemblies",
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"scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
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"note": "Engine b1bc0aef = 4.7.2 + directional static shadow cache (world-anchored static atlas + live cascades, min() in shader) + stepped shadow sun two-set crossfade (4caca443, 76bc5884). GodotSharp REGENERATED from this build (glue verified: Terrain3D present) - install binary + GodotSharp together via the update-engine skill. Local test on kraken: boots, assemblies load, zero wrapper errors, world ticks. Terrain3D + agent_skinned remain native modules."
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"note": "Engine 2caca361 = b1bc0aef (4.7.2 + directional static shadow cache + stepped shadow sun crossfade) + RenderingServer.get_video_adapter_memory (UyGar's feat/video-adapter-memory, the same code the Mac 51ed21d5 build carries). Does NOT include the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B): ariki-game guards every one of those (HasMethod / ProjectSettings no-op), so it runs, those knobs just do nothing on Windows. GodotSharp REGENERATED from this build (glue verified: Terrain3D + GetVideoAdapterMemory present; nupkgs 4.7.2 only, the stray nested GodotSharp/GodotSharp copy is gone) - install binary + GodotSharp together via the update-engine skill. Terrain3D + agent_skinned remain native modules."
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}
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}
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}
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