Merge branch 'main' of ssh.tinqs.com:tinqs/builds
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# SOUL — tinqs/builds
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Inherits the shared Tinqs identity, values, and confidentiality rules from the hub:
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`tinqs-ltd/docs/.agents/SOUL.md`. Read that first.
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Nothing repo-specific to add — this is a build artifact store, not a product with its own voice.
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# ARCHITECTURE — tinqs/builds
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Build artifact repo, not a codebase. There's no runtime architecture to document — the "system"
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is a flat, LFS-backed artifact store plus a manifest.
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## Layout
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- `engine/<platform>/` — engine editor binaries + their matched `GodotSharp/` C# bindings
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- `manifest.json` — exact versions/commits for each shipped artifact
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- `.gitattributes` — Git LFS rules for binaries and GodotSharp
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## Law
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Binary and `GodotSharp/` for a given engine build are a **matched pair** — always install/replace
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together. See root `README.md` for the full rule and current per-platform status table.
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See `architecture/` for any future per-system breakdowns (none yet — repo is single-purpose).
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# Architecture docs
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Per-system architecture notes go here as this repo grows beyond a flat artifact store.
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Currently empty — see `../ARCHITECTURE.md` for the current-state summary.
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# Master plan — tinqs/builds
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## Current state
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Build artifact repo: stores engine editor binaries + matched `GodotSharp/` C# bindings for the
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Tinqs/Ariki stack, plus `manifest.json` tracking exact shipped versions. Source lives in
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`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
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- macOS arm64: engine 4.7, native Terrain3D module, GodotSharp shipped.
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- Windows x64: engine 4.6.5 (pre-4.7), GDExtension Terrain3D, 4.7 upgrade pending Forge —
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see `.agents/handoffs/forge-windows-4.7.md`.
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## In flight
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- Windows 4.7 engine build + matching GodotSharp (blocked on Forge machine — see handoff).
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- Longer-term: CI (Gitea Actions) building on push and publishing here / to S3 — tracked in
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` (hub repo, not here).
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## Recently shipped
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- macOS arm64 rebuilt on 4.7 with native Terrain3D + agent_skinned modules, Tinqs branding restored,
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GodotSharp regenerated to match.
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engine/** filter=lfs diff=lfs merge=lfs -text
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engine/** filter=lfs diff=lfs merge=lfs -text
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media/** filter=lfs diff=lfs merge=lfs -text
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*.pck filter=lfs diff=lfs merge=lfs -text
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*.pck filter=lfs diff=lfs merge=lfs -text
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*.exe filter=lfs diff=lfs merge=lfs -text
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*.exe filter=lfs diff=lfs merge=lfs -text
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# AGENTS.md — tinqs/builds
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## Identity
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Build artifact repo for the Tinqs/Ariki engine stack — engine editor binaries + matched
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`GodotSharp/` C# bindings, tracked in `manifest.json`. Not a codebase; source lives in
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`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`.
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**Read the docs hub at session start:** `tinqs-ltd/docs/AGENTS.md` — shared identity, team roster,
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cross-repo rules. This file is the thin, repo-specific entry point; per-repo detail lives in
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`.agents/`.
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## Knowledge map (`.agents/`)
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| Path | Role | When |
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|---|---|---|
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| `.agents/SOUL.md` | Identity (inherits hub) | always-on |
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| `.agents/wiki/master-plan.md` | Current state + in-flight work | always-on |
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| `.agents/wiki/ARCHITECTURE.md` | Architecture law (entry point) | consult-when |
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| `.agents/wiki/architecture/` | Per-system architecture docs | consult-when |
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| `.agents/plans/` | Open/executing work (temporary — graduates to wiki) | consult-when |
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| `.agents/skills/` | Agent playbooks | consult-when |
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| `.agents/handoffs/` | Cross-machine task queue (e.g. `forge-windows-4.7.md`) | consult-when |
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Root `README.md` and `manifest.json` are the human-facing/data source of truth for what's actually
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shipped — read those for exact current contents.
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## Git
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- Branch: **main** only.
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- Sync with `tinqs push` / `tinqs pull` (LFS-heavy repo — never raw `git push`/`git pull`).
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- Commit with plain `git commit`.
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