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>
- 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>
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>
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.
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>
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>
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>
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>