ozan and Claude Opus 5.5
004ca6d959
engine(macos-arm64): publish e64890fd — Apple render-thread autorelease drain (Mach-port/Metal leak under thread_model=2), G4 mergeable-draw counter; GodotSharp regenerated; Forge handoff
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-18 21:05:12 +01:00
ozan
26cc48e674
Merge remote-tracking branch 'origin/main'
...
# Conflicts:
# README.md
# manifest.json
2026-10-18 05:12:54 +01:00
ozan
bb9c51a665
engine(windows-x64): publish 4fde0e94d — G2 pooled cull on top of 9dcc5d45; GodotSharp regenerated (pooled/band APIs); pin version-only until Mac publishes
2026-10-18 05:06:52 +01:00
ozan and Claude Opus 5.5
49ab3756b4
chore(manifest): restore CRLF line endings
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-18 04:58:29 +01:00
ozan and Claude Opus 5.5
76f088e6a0
engine(macos-arm64): publish 4fde0e94 - G2 pooled GPU cull, fixed shadow band, STATIC_SHADOW_AT_REST; GodotSharp regenerated; Forge handoff for Windows
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-18 04:56:22 +01:00
ozan
bdb2dc8ca8
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)
2026-10-18 04:35:59 +01:00
ozan and Claude Opus 5.5
9d90e417ba
engine(macos-arm64): publish 9dcc5d45 - screen-space contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348, draw_indirect_count (Metal); GodotSharp regenerated (API + Tools); Windows still 7fb81364b, Forge rebuild handoff forge-windows-sscs-9dcc5d45.md
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-18 02:50:40 +01:00
ozan and Claude Opus 5.5
50ac90c232
docs(macos-arm64): 7fb81364 note - Windows already carries 7fb81364, both platforms match; no skip-check needed
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-17 23:03:19 +01:00
ozan and Claude Opus 5.5
187d0dace5
engine(macos-arm64): publish 7fb81364 - 0ec39c95 + crash-report review fixes (no API change, GodotSharp unchanged); the game pin 4.7.2@0ec39c954 refuses it until Windows publishes 7fb81364 and the pin moves - TINQS_ENGINE_SKIP_CHECK=1 meanwhile
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-17 23:03:03 +01:00
ozan
74aa47df5d
handoff(forge-windows): 7fb81364 published on Windows — Mac clear to publish, pin is version-only 4.7.2 until the @7fb81364b flip
2026-10-17 22:59:49 +01:00
ozan
f0a8bcfb2e
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
2026-10-17 22:59:12 +01:00
ozan
871000bcf4
engine(windows-x64): publish 7fb81364b — crash-handler fixes (first-wins claim, freeze note/context); GodotSharp regenerated
2026-10-17 22:50:13 +01:00
ozan and Claude Opus 5.5
b16a4afb4a
handoff(forge-windows): rebuild at engine 7fb81364 (crash-report review fixes, Windows files not compiled on Mac); Mac holds its 7fb81364 binary until Windows publishes so the 4.7.2@0ec39c954 pin keeps working
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-17 22:45:19 +01:00
ozan
f277a0e30a
engine(windows-x64): publish 0ec39c954 — GPU diet + R0 P5 crash/freeze/device-lost reporting, GodotSharp regenerated
2026-10-17 22:25:43 +01:00
ozan and Claude Opus 5.5
935b73e624
engine(macos-arm64): publish 0ec39c95 — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, R0 P5 crash/freeze/device-lost reporting + structured engine errors; GodotSharp regenerated; Windows handoff
...
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2026-10-17 21:21:57 +01:00
ozan
1f19c87607
fix(windows-x64): relink editor binary at 1e7be28b1 — baked version string now matches the commit (was d88e0a051, fails required_engine_build gate); manifest sha256 corrected
2026-10-05 20:03:18 +01:00
ozan and Claude Fable 5.1
5171b5979b
engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 19:23:40 +01:00
ozan and Claude Fable 5.1
c737ff6c05
engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 19:21:54 +01:00
ozan
d4cf0b7a19
engine/windows-x64: 4.7.2 1e7be28b1 — Stage C HZB + multimesh_cull + parallel shadow-fill; template_release + editor + GodotSharp; first game export published (pck excluded, LFS size)
2026-10-05 19:06:33 +01:00
ozan
45f3cf9a3b
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
2026-10-05 19:04:25 +01:00
ozan
e22fa7cf49
Merge origin/main: take origin's manifest (2026-09-28 Kraken update)
2026-10-05 19:03:30 +01:00
ozan and Claude Fable 5.1
b399bb810a
engine(macos-arm64): publish b0daf759 — GPU culling Stage C + housekeeping, static cache single-sample/hard-filter options, Metal profiler fix, parallel shadow fill; GodotSharp regenerated; smoke 0 wrapper errors
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 18:19:44 +01:00
ozan and Claude Fable 5.1
7bf90508c3
handoff(forge): rebuild Windows pair from main >= 615e852f, re-judge render verdicts, pin
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 17:27:45 +01:00
ozan and Claude Fable 5.1
c6849a35d9
engine(macos-arm64): publish 615e852f (code c76f2ecc) — GPU culling Stage B2 CPU band skip; GodotSharp regenerated; smoke 0 wrapper errors, large+huge village staged
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 17:21:58 +01:00
ozan
7bb622364e
engine(macos-arm64): publish d88e0a05 — GPU-driven MultiMesh culling Stage A+B (multimesh_set_gpu_cull/_gpu_lods) + real Metal GPU timestamps + staggered far cascades + fit_to_visible_depth + Metal copy-queue stall fix + Vulkan breadcrumb barrier fix ( #185 ), on top of the shadow diet + memory query; GodotSharp regenerated (3 new bindings verified); windows-x64 untouched (still b1bc0aef), pin waits for Forge
2026-10-05 15:42:03 +01:00
ozan and Claude Fable 5.1
73429aa439
engine(macos-arm64): publish 51ed21d5 — shadow pass diet (static tile budget, live caster screen-size cull, inverted static contract switch) + GPU device-lost diagnostics, on top of 4.7.2 + static shadow cache + get_video_adapter_memory; GodotSharp regenerated; smoke on Kraken: 0 wrapper errors, inverted contract 1379 → 956 draws on the staged village; windows-x64 untouched (still b1bc0aef)
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 11:37:33 +01:00
ozan and Claude Fable 5.1
dabf77d90a
engine(macos-arm64): publish 2caca361 — 4.7.2 + static shadow cache + get_video_adapter_memory (UyGar's feat/video-adapter-memory merged to main); GodotSharp regenerated (GetVideoAdapterMemory present); Metal smoke on Kraken total 49152 / used 10 / budget -1; manifest + README updated, windows-x64 untouched (still b1bc0aef)
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
2026-10-05 10:51:47 +01:00
ozan
0acca5e5c8
engine/windows-x64: 4.7.2 b1bc0aef — static shadow cache + stepped sun crossfade; GodotSharp regenerated (Terrain3D verified); tested on kraken (boots, assemblies load, zero wrapper errors, world ticks); manifest updated
2026-09-28 02:40:31 +01:00
ozan
fe4c0c6fc9
engine/windows-x64: 4.7.2 b1bc0aef — static shadow cache + stepped sun crossfade; GodotSharp regenerated (Terrain3D verified); tested on kraken (boots, assemblies load, zero wrapper errors, world ticks); manifest updated
2026-09-28 02:26:30 +01:00
ozan and Cursor
bb428cf63d
engine(macos-arm64): publish 4.7.2 with the static shadow cache
...
Mac teammates install this binary and its GodotSharp together. Windows stays on fec9847. The engine source repo is unchanged and stays private.
Co-authored-by: Cursor <cursoragent@cursor.com >
2026-09-28 01:49:08 +01:00
ozan and Claude Fable 5.1
bf0b252363
docs(handoff): Forge — rebuild windows-x64 with the static shadow cache (engine Part 1 + Part 2)
...
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01U9fkiH8GpdM5wKYRnnrhuH
2026-09-28 00:09:32 +01:00
ozan
d37d77f6ab
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.
2026-08-21 20:48:59 +01:00
ozan
ef638e84f9
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
2026-08-21 20:24:46 +01:00
ozan
1bebd154a0
engine macos-arm64: fec9847 — spring-bone collision fix + lateral coupling
...
a5debaa: colliders mapped into sim space in the wrong transform order —
off-origin cloth collision silently dead (invisible at origin/bed).
fec9847: lateral_coupling (game calls it). GodotSharp regenerated from
this build — matched pair, install via the update-engine skill.
2026-08-21 20:21:25 +01:00
ozan and Claude Opus 4.8
eeae1a1f89
move update-engine skill to game repo (everyone has ariki-game, not engine); point README/manifest there
...
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 04:54:15 +01:00
ozan and Claude Opus 4.8
693e913ecc
skill(update-engine): full machine update — pull game repo + builds, then install engine
...
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 04:50:45 +01:00
ozan
9b547e1aee
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
...
# Conflicts:
# .gitignore
# manifest.json
2026-06-19 04:26:18 +01:00
ozan and Claude Opus 4.8
33d271c783
engine(windows-x64): publish 4.7 editor + GodotSharp C# assemblies
...
- Update windows-x64 to engine 4f2e02e5b7 (Godot 4.7, branded). New editor +
console binaries (was 4.6.5 / 420e74bf8, now discarded).
- Add GodotSharp/ (Api + Tools, 199MB) — REQUIRED for other agents/machines to
build & run the C# game against this binary (dotnet build links these). Mirrors
the consume model: build once, everyone consumes.
- manifest.json: version/commit/sha256 bumped, godotsharp path + install note added.
macos-arm64 still 4.6.5 — Kraken to rebuild for 4.7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 04:18:27 +01:00
ozan and Claude Opus 4.8
29b5db9071
engine(macos-arm64): rebuild with Tinqs branding restored (logos/splash)
...
The 4.7 build now bakes in the Tinqs logos again (upstream rebase had reset them to
the Godot robot). New binary sha + version 4ba7b5b5b (engine 5727de0). GodotSharp
unchanged (logo-only rebuild — C# bindings identical), so only the binary is re-shipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 03:05:41 +01:00
ozan and Claude Opus 4.8
b0810fbdfd
engine(macos-arm64): 4.7 native-module build + ship GodotSharp; add update-engine skill
...
- Replace macOS binary with the 4.7 build where Terrain3D + agent_skinned are native
engine modules (no GDExtension .framework). Fixed C# bindability (set_plugin->Object,
abstract Terrain3DAssetResource, drop dup duplicate bind) so glue generates.
- SHIP GodotSharp alongside the binary (matched pair) — stale/missing GodotSharp causes
"Wrapper class not found for Terrain3D" / ".NET assemblies not found". Engine does not
regenerate it. Un-ignore GodotSharp in .gitignore.
- manifest.json: macOS -> 4.7 (4ba7b5b) + new sha + godotsharp field; drop obsolete
terrain_3d GDExtension section; windows flagged 4.7-pending.
- Add .agents/skills/update-engine (mac+win self-serve install) + README + Forge handoff.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-19 02:35:00 +01:00
ozan
cf4a8bc6e3
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
2026-06-18 21:58:46 +01:00
ozan
33b37f47de
engine(macos-arm64): host Tinqs Engine 4.7.0 binary (8d56dbe)
...
Godot 4.7-stable rebased with Tinqs branding + 10 agent modules + terrain3d.
4.7 migration fixes: callable_mp.h + class_db.h includes, macOS SCsub #bin/tinqs.
Build green on Kraken (Xcode 26.3). Binary reports 4.7.stable.mono.custom_build.8d56dbe70.
Windows stays 4.6.4 (4.7 Forge build pending). terrain_3d GDExtension NOT yet rebuilt for 4.7 ABI.
2026-06-18 21:56:33 +01:00
ozan
e06ff7c3ca
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
2026-06-16 01:46:22 +01:00
ozan
19e3cc84bd
build(windows): engine 420e74bf8e (4.6.5) — agent_skinned mat4x3 palette, far-LOD dominant-bone
2026-06-16 01:41:48 +01:00
ozan and Claude Opus 4.8
ca3c051194
publish: macOS engine 4.6.5 (420e74b) — agent_skinned crowd platform
...
mat4x3 palette + GPU distance-LOD + RGBA16F + set_bone_matrices. sha256 69af9e12. 24 module doctests green.
Windows build pending from Forge.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-16 00:51:49 +01:00
ozan
4e4a362def
merge: macOS engine update (4fe1323) + Windows rebuild (64fb5cc)
2026-06-14 00:37:26 +01:00
ozan and DeepSeek V4 Pro
d895a18537
engine(windows-x64): rebuild 64fb5cc (agent_skinned, 4.6.4, branded)
...
Windows editor binary rebuilt from engine HEAD 64fb5cc3ae:
- agent_skinned module (GPU instanced skinned mesh)
- godot→tinqs branding rename complete
- 4.6.4 version bump
- D3D12 SDK support
- MSVC BuildTools 2022, SCons, mono glue, GodotSharp assemblies
SHA256 (editor): 601ec583007e122fe4f86570c5f8bfbb
SHA256 (console): 353e7a3ac365697820ca971d71b364b
Co-Authored-By: DeepSeek V4 Pro <noreply@deepseek.com >
2026-06-14 00:34:48 +01:00
ozan and Claude Opus 4.8
7c5b817d99
engine/macos-arm64: publish 4.6.4 (4fe1323) — agent_skinned GPU herd skinning FIXED
...
New editor binary with the agent_skinned skinned-herd renderer visually verified: TANGENT vec3
shader fix + albedo_tex, and the column-major bone-matrix transpose fix (was crumpling meshes).
sha256 4599c0f9… See engine wiki agent-skinned-gpu-herd.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-13 23:38:00 +01:00
ozan
a2d763fc3b
engine(macos-arm64): 4.6.4 build (64fb5cc) — agent_skinned + branding fixes
...
Brings in the 4.6.4 build of the Tinqs engine fork:
- New agent_skinned module: MultiSkinnedMeshInstance3D (data plane,
pure-CPU, PackedFloat32Array, lazy ImageTexture) +
MultiSkinnedInstance3D (renderer, ShaderMaterial with 4-bone
linear-blend skinning shader, samples the data source's bone texture
via gl_InstanceID). 21 doctest cases all pass.
- Branding fixes: window titles (X11/Wayland), AppUserModelID
(Windows), NSApp (macOS), TTS class, SDL window class, log tags
(Android), proxy_tag + xdg_toplevel_icon (Wayland), HTML editor
meta. Windows .ico/.manifest/.natvis/.rc all renamed godot_* ->
tinqs_*.
- Version 4.6.3 -> 4.6.4.
Built on Kraken (macOS Apple Silicon). 134MB editor mono binary.
Verify on consumer side: shasum -a 256 of the copied binary must
match this manifest's sha256.
2026-06-13 04:26:06 +01:00
ozan and Claude Opus 4.8
36c121df9b
terrain3d macos-arm64 frameworks (engine bb8fe2f): get_height region-border NaN fix
...
GDExtension rebuild only — the engine binary is UNCHANGED (keep de00a30).
Built on Kraken via engine/terrain3d/build.sh against de00a30's dumped ABI;
ad-hoc signed; itest 70/70 in ariki-game with these loaded. The game repo
gitignores addons/terrain_3d/bin so macOS terrain libs ship from HERE —
install: cp -R engine/macos-arm64/terrain_3d/bin/*.framework <game>/addons/terrain_3d/bin/
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-10 00:19:25 +01:00
ozan and Claude Opus 4.8
506f5a2ce8
engine(windows-x64): branded editor build 67d0322 (mono) + manifest
...
First windows-x64 binary in tinqs/builds. Branded (Tinqs icon/splash/logos baked in);
version 4.6.3.stable.mono.custom_build.67d0322c0. Closes the engine-write-access TODO
(was: only macos-arm64 published).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-06-09 03:54:52 +01:00
ozan and Claude Opus 4.8
aeeab69f5a
engine(macos-arm64): fresh local build de00a30 (post history-squash) + manifest
...
Locally-built (pipeline not yet trusted) editor mono binary from the clean squashed-history engine
(de00a306c). Replaces the pre-squash 01413b2 binary. sha256 1dd8fbad…. .NET assemblies + Terrain3D
addon come from the game project.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-09 00:24:23 +01:00
ozan and Claude Opus 4.8
7ad6daafc2
engine: macОS arm64 editor build (godot 4.6.3 fork, mono)
...
Built on Kraken with Xcode 26.3. Binary via LFS. First artifact in the builds repo.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-08 00:17:28 +01:00
ozan
e73a5f59c0
Initial commit
2026-06-07 23:17:01 +00:00