Windows editor built from tinqs/engine 2caca361 on UyGar's machine (2026-10-03),
the build ariki-game's settings/hardware lane has been running on. --version
prints 4.7.2.stable.mono.custom_build.2caca3619; d3d12, angle and accesskit
confirmed present in the binary.
GodotSharp regenerated from this binary (glue has Terrain3D +
GetVideoAdapterMemory) and replaced wholesale: nupkgs are 4.7.2 only (the game
pins Godot.NET.Sdk/4.7.2), and the stray nested GodotSharp/GodotSharp copy is
gone (the Mac layout never had it).
Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades,
shadow_lod_bias, GPU MultiMesh cull Stage A/B). ariki-game guards each of those
(HasMethod checks, ProjectSettings no-ops), so the game runs; those knobs just
do nothing on Windows until a build from main.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
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>