Commit Graph
24 Commits
Author SHA1 Message Date
ozanandClaude Opus 5.5 c632796638 engine(macos-arm64): publish 73d20a40 - #250 parallel draw-list sub-recordings nest + RD texture wrappers allocate their RS texture before the render-thread bind (milky ocean under the separate render thread); GodotSharp regenerated
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
2026-10-19 18:41:17 +01:00
ozanandClaude Opus 5.5 74072b67d7 engine(macos-arm64): publish d4940046 - parallel-replay secondary command pools reset per frame (VUID-vkBeginCommandBuffer-00050 fix); GodotSharp regenerated, API unchanged; Windows still a967d12bf, pin moves when Forge publishes d4940046
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
2026-10-19 04:01:03 +01:00
ozanandClaude Opus 5.5 4485763114 engine(macos-arm64): publish a967d12b - parallel draw-list replay (Vulkan) + parallel draw-list recording (all drivers); GodotSharp regenerated
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
2026-10-19 01:18:41 +01:00
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandCursor 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 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
ozanandClaude 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
ozanandClaude 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 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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
ozanandClaude 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