- 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>
Machine-specific files that should never be tracked (absolute paths /
locally-extracted engine runtime).
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>