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@@ -44,3 +44,13 @@ share one hash). Whole `GodotSharp` published (Api + Tools). Headless game boot:
→ ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false — → ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false —
the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass. the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass.
- In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here. - In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here.
## 2026-10-18 Windows moved to engine main 4fde0e94d (G2 pooled cull) — Kraken note
Engine main gained `4fde0e94d7` (G2 pooled cull) after the 9dcc5d45 pair. Forge rebuilt it (8 min incremental)
and published windows-x64 `4fde0e94d`: GodotSharp regenerated (MultimeshGpuCullSetPooled /
MultimeshGpuCullSetShadowFixedBand / MultimeshSetGpuShadowBand present), headless game boot clean.
Game pin relaxed to version-only `4.7.2` (a lone Windows publish must not lock Mac out — same protocol as
7fb81364). **Kraken: publish your `4fde0e94d` macos-arm64 build, then flip the pin to `4.7.2@4fde0e94d` in the
same game push.** Owed on Windows: `tests/gpu_oracle/multimesh_cull_pool` (D3D12 base-instance gap may bite the
pooled draws) and the in-world gpucull census (`multimesh_get_cull_command_offset`).
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@@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
| Platform | Engine | Terrain3D | GodotSharp shipped? | | Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---| |---|---|---|---|
| `engine/macos-arm64/` | **4.7.2** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) | | `engine/macos-arm64/` | **4.7.2** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — one commit behind macos-arm64 (pin is 4fde0e94d, rebuild pending): screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — same hash as macos-arm64: everything `9dcc5d45` had plus G2 pooled cull (`gpu_cull_pooled` default off), fixed shadow band, `STATIC_SHADOW_AT_REST` (tree_wind needs it); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. The game pins `4.7.2@4fde0e94d` (its `tree_wind.gdshader` uses the new built-in), so Windows is locked out until Forge rebuilds 4fde0e94 (`.agents/handoffs/forge-windows-g2-4fde0e94.md`). Windows is engine `9dcc5d45`: Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows. Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. Windows is also engine `4fde0e94` as of 2026-10-18 — Forge built it in parallel with the Mac (`.agents/handoffs/forge-windows-g2-4fde0e94.md`), so both platforms and the `4.7.2@4fde0e94d` pin (the game's `tree_wind.gdshader` uses the new built-in) share one hash. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`), where the D3D12 oracle on RTX 5080 was 22 passed / 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). Still owed on Windows: `multimesh_cull_pool` oracle (gates making pool the default), the validation pass, and in-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census).
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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@@ -19,17 +19,17 @@
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
"godotsharp": "engine/windows-x64/GodotSharp", "godotsharp": "engine/windows-x64/GodotSharp",
"version": "4.7.2.stable.mono.custom_build.9dcc5d458", "version": "4.7.2.stable.mono.custom_build.4fde0e94d",
"engine_repo": "tinqs/engine", "engine_repo": "tinqs/engine",
"engine_commit": "9dcc5d458f", "engine_commit": "4fde0e94d7",
"sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", "sha256": "4d0e6910db053a15686f7aecad946e4858dd27b823dc843cb8a0b5c139adbbc2",
"sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", "sha256_console": "192aba5d6028fbf781fc0c41ff1cfc4bd5b51a3d84f99262b07bf6d61d9981ce",
"target": "editor", "target": "editor",
"built_on": "2026-10-18", "built_on": "2026-10-18",
"built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", "built_by": "Ozan/Forge via ZCode (forge-windows-g2-4fde0e94 handoff; built in parallel with the Mac)",
"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
"note": "Windows carries 9dcc5d458 \u2014 SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary \u2014 Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed \u2014 the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge \u2014 Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only \u2014 template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped \u2014 the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." "note": "Windows carries 4fde0e94d — SAME hash as macos-arm64 (built at 4fde0e94d7): engine main = 9dcc5d45 (SSCS + hero combine + shadow fixes + draw_indirect_count — for the 9dcc5d458 pair's Windows checks see its note in git history; oracle draw_indirect_count d3d12 was 22 passed / 2 failed, the base-instance pair being the documented D3D12 gap) PLUS 4fde0e94d7 G2 pooled cull: one reset + one cull dispatch per camera render over shared arenas (multimesh_gpu_cull_set_pooled / project setting rendering/occlusion_culling/gpu_cull_pooled, DEFAULT OFF), fixed shadow band (multimesh_gpu_cull_set_shadow_fixed_band, multimesh_set_gpu_shadow_band), STATIC_SHADOW_AT_REST spatial built-in (tree_wind.gdshader needs it), multimesh_get_cull_command_offset; either shadow switch re-renders every static tile. Validated on M1 Max Metal pre-push (doctests 7/7, multimesh_cull_pool oracle 4524/4524, draw_indirect_count 24/24, StaticShadow 21/21). GodotSharp regenerated from this binary — Api AND Tools (MultimeshGpuCullSetPooled + MultimeshGpuCullSetShadowFixedBand + MultimeshSetGpuShadowBand present). Headless game boot clean (0 binding errors). Owed on Windows: multimesh_cull_pool oracle (D3D12 base-instance gap may bite the pooled draws; gates making pool the default), --gpu-validation pass (D3D12 debug layer / Graphics Tools not installed on Forge), in-world gpucull census (multimesh_get_cull_command_offset) + pooled on/off, tree_wind compile check. Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game). Crash-report checklist (8 steps) also still owed."
} }
} }
} }