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Author SHA1 Message Date
ozan 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 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 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
189 changed files with 570 additions and 105 deletions
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@@ -1,89 +0,0 @@
---
name: update-engine
description: Install/update the local Tinqs engine (binary + GodotSharp C# bindings) from this builds repo so ariki-game runs on the current engine. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64).
---
# Update the Tinqs engine from `builds`
**Only Ozan edits the engine source.** Everyone else installs the prebuilt engine from this
repo into `../engine/bin/`, which is where `ariki-game` looks for it.
## ⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR
The engine binary and its `GodotSharp/` folder (Godot's C# bindings) are **both generated from the
same engine source** and must be installed **together**. The binary does **not** regenerate
`GodotSharp` — it must sit next to the binary on disk. Mismatch symptoms:
| Symptom | Cause |
|---|---|
| `.NET assemblies not found` dialog (looks for `engine/bin/GodotSharp/Api/Debug`) | no `GodotSharp` present |
| `Wrapper class not found for type: Terrain3D` / `MultiSkinnedMeshInstance3D` — terrain renders as water, animals don't animate | **stale** `GodotSharp` from an older engine that predates the built-in Terrain3D / agent_skinned modules |
So: always **replace `GodotSharp` wholesale** when you take a new binary, and clear the game's C#
cache so it rebuilds against the new bindings.
## Assumed layout
```
tinqs-ltd/
ariki-game/ ← the game (looks for ../engine/bin/…)
engine/bin/ ← install target: binary + GodotSharp live here
builds/ ← this repo (prebuilt engine)
```
Adjust paths below if your checkout differs.
## 1. Pull the latest build
```bash
cd <…>/builds
tinqs pull # never `git pull` — tinqs handles LFS (the binary + GodotSharp are LFS)
```
Check `builds/manifest.json` for the current version/commit per platform.
## 2a. Install — macOS (arm64)
```bash
BUILDS="<…>/builds"; ENGINE="<…>/engine/bin"; GAME="<…>/ariki-game"
mkdir -p "$ENGINE"
# 1) binary
cp "$BUILDS/engine/macos-arm64/tinqs.macos.editor.arm64.mono" "$ENGINE/"
chmod +x "$ENGINE/tinqs.macos.editor.arm64.mono"
# 2) GodotSharp — REPLACE wholesale (matched pair)
rm -rf "$ENGINE/GodotSharp"
cp -R "$BUILDS/engine/macos-arm64/GodotSharp" "$ENGINE/GodotSharp"
# 3) clear the game's stale C# cache
rm -rf "$GAME/.godot/mono"
```
## 2b. Install — Windows (x64), PowerShell
```powershell
$builds="<…>\builds"; $engine="<…>\engine\bin"; $game="<…>\ariki-game"
New-Item -ItemType Directory -Force -Path $engine | Out-Null
# 1) binaries
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.exe" $engine -Force
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.console.exe" $engine -Force
# 2) GodotSharp — REPLACE wholesale (matched pair)
Remove-Item -Recurse -Force "$engine\GodotSharp" -ErrorAction SilentlyContinue
Copy-Item -Recurse "$builds\engine\windows-x64\GodotSharp" "$engine\GodotSharp"
# 3) clear the game's stale C# cache
Remove-Item -Recurse -Force "$game\.godot\mono" -ErrorAction SilentlyContinue
```
## 3. Verify
```bash
"$ENGINE/tinqs.macos.editor.arm64.mono" --version # matches manifest.json
ls "$ENGINE/GodotSharp/Api/Debug/GodotSharp.dll" # MUST exist
```
Then run the game (`cd ariki-game && bash tools/game.sh run`). Healthy = terrain renders, animals
animate, log shows **0** `Wrapper class not found` and no `.NET assemblies not found` dialog.
## Notes
- **GodotSharp must be present in this repo for the copy to work.** If `builds/engine/<platform>/GodotSharp`
is missing, the build owner needs to add it (it ships *with* the binary — see `manifest.json`).
- Don't mix a new binary with an old `GodotSharp`. Always replace both, together.
- Terrain3D and the skinned-animation classes are **built into the engine binary** now (no separate
`addons/terrain_3d` GDExtension `.framework`). If you still have `addons/terrain_3d/terrain.gdextension`
or the macOS `.framework`, remove them — they conflict with the built-in module.
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@@ -8,9 +8,10 @@ Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSha
## Installing / updating the engine
**Don't copy files by hand — run the skill:** [`.agents/skills/update-engine`](.agents/skills/update-engine/SKILL.md).
Hand it to your agent; it installs the binary + GodotSharp into `../engine/bin/`, wipes stale
caches, and verifies. Covers macOS + Windows.
**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
[tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
Hand it to your agent; it `tinqs pull`s ariki-game + builds, installs the binary + GodotSharp into
`../engine/bin/`, wipes stale caches, and verifies. Covers macOS + Windows.
## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
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