engine(windows-x64): publish 0ec39c954 — GPU diet + R0 P5 crash/freeze/device-lost reporting, GodotSharp regenerated
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@@ -19,17 +19,17 @@
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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.1e7be28b1",
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"version": "4.7.2.stable.mono.custom_build.0ec39c954",
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"engine_repo": "tinqs/engine",
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"engine_commit": "1e7be28b1",
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"sha256": "61e973e049762ccc1b1b7d4988b22f5ad1dfb2a1bd3db97bfb62668fc0086662",
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"sha256_console": "3f5f1d12ff502dc66820faf5f1165dfc2d479258491225fb488cd8d2b3d5ab0e",
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"engine_commit": "0ec39c954",
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"sha256": "55fcb2db436fb5b06e3a5245c05894cb0105319ad57ddd7c000275adca3956c2",
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"sha256_console": "92deb0326e1b9046bb0859d6f445494be291ec8ce0bec232054128419aacc874",
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"target": "editor",
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"built_on": "2026-10-05",
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"built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)",
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"toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16",
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"note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; RELINKED 2026-10-05 evening so the baked version string matches the commit (first publish had a stale d88e0a051 bake and fails the required_engine_build gate); template_release (same tree) and game export unchanged; .pck excluded (14.4 GB exceeds LFS)"
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"built_on": "2026-10-17",
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"built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows now carries 0ec39c95 — same commit as macos-arm64 (Forge rebuild per handoff forge-windows-gpu-diet-r0-p5): IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic + GetErrorRecords + SetCrashContext present). 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: ariki-game project.godot tinqs/required_engine_build = 4.7.2@0ec39c954 (set 2026-10-17 after both platforms carried 0ec39c95). Crash-report verification checklist (8 steps, engine .agents/wiki/crash-freeze-and-error-reporting.md) still owed on Windows."
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}
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}
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}
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