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uygarandClaude Opus 5.5 e03921bc5f engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory
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>
2026-10-05 17:11:41 +03:00
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
ozan 0acca5e5c8 engine/windows-x64: 4.7.2 b1bc0aef — static shadow cache + stepped sun crossfade; GodotSharp regenerated (Terrain3D verified); tested on kraken (boots, assemblies load, zero wrapper errors, world ticks); manifest updated 2026-09-28 02:40:31 +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
ozanandClaude Fable 5.1 bf0b252363 docs(handoff): Forge — rebuild windows-x64 with the static shadow cache (engine Part 1 + Part 2)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01U9fkiH8GpdM5wKYRnnrhuH
2026-09-28 00:09:32 +01:00
Can NarinandClaude Fable 5 d6190463d0 media(trailer): README — stills ARE retained in tinqs/design trailer-storyboards
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 21:54:43 +03:00
Can NarinandClaude Fable 5 b6bdc7839d media(trailer): add 34.4s audio cut of the Ariki demo trailer alongside the 61.3s silent final
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 21:27:06 +03:00
ozan d37d77f6ab engine(windows-x64): fec9847 — spring-bone collision fix + lateral coupling
Match the Kraken macos-arm64 drop: same engine commit, regenerated GodotSharp (lateral_coupling), Planet-Dot splash baked in.
2026-08-21 20:48:59 +01:00
ozan ef638e84f9 Merge branch 'main' of ssh.tinqs.com:tinqs/builds 2026-08-21 20:24:46 +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
Can NarinandClaude Fable 5 2097db32fc media: Ariki demo trailer (2026-07-03 cut) + normalized clips for Jeremy's audio pass
Final 61.3s silent cut + the 9 per-shot norm clips (LFS). Handoff: Can -> Jeremy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 20:15:13 +03:00
jeremyandClaude Opus 4.8 ee460c1676 agents: add AGENTS.md + .agents/ scaffolding (wiki/plans/skills stubs)
Adds the root AGENTS.md entry point and minimal .agents/ skeleton
(SOUL, wiki/master-plan+ARCHITECTURE, plans/, skills/) per the
per-repo-agents-convention. Existing handoffs/ untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 15:01:06 -07:00
ozanandClaude Opus 4.8 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
ozanandClaude Opus 4.8 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
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# SOUL — tinqs/builds
Inherits the shared Tinqs identity, values, and confidentiality rules from the hub:
`tinqs-ltd/docs/.agents/SOUL.md`. Read that first.
Nothing repo-specific to add — this is a build artifact store, not a product with its own voice.
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# Handoff → Forge (Ozan's Windows box): rebuild windows-x64 with the static shadow cache (2026-09-28)
**From:** Fable orchestrator on the Mac · **Why:** `tinqs/engine` main gained the directional static shadow cache
(Part 1) and the stepped-sun crossfade (Part 2) — Forward+ renderer, new project settings, six+four
`RenderingServer` methods, a second depth atlas. The game (`ariki-game` ≥ 19490e358) calls the new methods by
name and degrades loudly on an engine without them, so Windows teammates keep working on the old binary but get
no cache. Rollout plan: `ariki-game/.agents/handoffs/2026-09-28-static-shadow-cache-rollout.md`.
## Steps (mirror of `forge-windows-4.7.md`, same toolchain as the fec9847 build)
1. `cd engine && tinqs pull` → `git log --oneline -1` must show the Part 2 commit named in the rollout plan.
2. Build (the flags recorded in `manifest.json` for fec9847):
```
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes windows_subsystem=console
```
3. Regenerate glue + GodotSharp (matched-pair law — do not skip even though no C# binding is *required* by the
compiler; the manifest promises the pair):
```
bin\tinqs.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules\mono\glue
python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin --godot-platform=windows
```
4. Copy into this repo: `engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe`, `...mono.console.exe`, and the
whole `GodotSharp/` (replace, never merge).
5. `manifest.json` → `engine.windows-x64`: `version` (from `--version`), `engine_commit`, both sha256s, `built_on`,
`built_by`, `note` ("static shadow cache Part 1 + Part 2; GodotSharp regenerated"). Leave `macos-arm64` alone.
6. `tinqs push` (LFS).
## Verify
On a Windows `ariki-game` checkout: run the `update-engine` skill, `game.sh run`, host a world, then
`POST /command {"command":"env","key":"staticshadow","value":"on"}` — the log must NOT print
`[STATIC-SHADOW] engine without the cache`, and `GET /perf` must show `staticShadow` with `enabled: true`.
Terrain renders, animals animate, 0 `Wrapper class not found`.
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---
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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# ARCHITECTURE — tinqs/builds
Build artifact repo, not a codebase. There's no runtime architecture to document — the "system"
is a flat, LFS-backed artifact store plus a manifest.
## Layout
- `engine/<platform>/` — engine editor binaries + their matched `GodotSharp/` C# bindings
- `manifest.json` — exact versions/commits for each shipped artifact
- `.gitattributes` — Git LFS rules for binaries and GodotSharp
## Law
Binary and `GodotSharp/` for a given engine build are a **matched pair** — always install/replace
together. See root `README.md` for the full rule and current per-platform status table.
See `architecture/` for any future per-system breakdowns (none yet — repo is single-purpose).
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# Architecture docs
Per-system architecture notes go here as this repo grows beyond a flat artifact store.
Currently empty — see `../ARCHITECTURE.md` for the current-state summary.
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# Master plan — tinqs/builds
## Current state
Build artifact repo: stores engine editor binaries + matched `GodotSharp/` C# bindings for the
Tinqs/Ariki stack, plus `manifest.json` tracking exact shipped versions. Source lives in
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
- macOS arm64: engine 4.7, native Terrain3D module, GodotSharp shipped.
- Windows x64: engine 4.6.5 (pre-4.7), GDExtension Terrain3D, 4.7 upgrade pending Forge —
see `.agents/handoffs/forge-windows-4.7.md`.
## In flight
- Windows 4.7 engine build + matching GodotSharp (blocked on Forge machine — see handoff).
- Longer-term: CI (Gitea Actions) building on push and publishing here / to S3 — tracked in
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` (hub repo, not here).
## Recently shipped
- macOS arm64 rebuilt on 4.7 with native Terrain3D + agent_skinned modules, Tinqs branding restored,
GodotSharp regenerated to match.
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engine/** filter=lfs diff=lfs merge=lfs -text engine/** filter=lfs diff=lfs merge=lfs -text
media/** filter=lfs diff=lfs merge=lfs -text
*.pck filter=lfs diff=lfs merge=lfs -text *.pck filter=lfs diff=lfs merge=lfs -text
*.exe filter=lfs diff=lfs merge=lfs -text *.exe filter=lfs diff=lfs merge=lfs -text
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# AGENTS.md — tinqs/builds
## Identity
Build artifact repo for the Tinqs/Ariki engine stack — engine editor binaries + matched
`GodotSharp/` C# bindings, tracked in `manifest.json`. Not a codebase; source lives in
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`.
**Read the docs hub at session start:** `tinqs-ltd/docs/AGENTS.md` — shared identity, team roster,
cross-repo rules. This file is the thin, repo-specific entry point; per-repo detail lives in
`.agents/`.
## Knowledge map (`.agents/`)
| Path | Role | When |
|---|---|---|
| `.agents/SOUL.md` | Identity (inherits hub) | always-on |
| `.agents/wiki/master-plan.md` | Current state + in-flight work | always-on |
| `.agents/wiki/ARCHITECTURE.md` | Architecture law (entry point) | consult-when |
| `.agents/wiki/architecture/` | Per-system architecture docs | consult-when |
| `.agents/plans/` | Open/executing work (temporary — graduates to wiki) | consult-when |
| `.agents/skills/` | Agent playbooks | consult-when |
| `.agents/handoffs/` | Cross-machine task queue (e.g. `forge-windows-4.7.md`) | consult-when |
Root `README.md` and `manifest.json` are the human-facing/data source of truth for what's actually
shipped — read those for exact current contents.
## Git
- Branch: **main** only.
- Sync with `tinqs push` / `tinqs pull` (LFS-heavy repo — never raw `git push`/`git pull`).
- Commit with plain `git commit`.
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## Installing / updating the engine ## Installing / updating the engine
**Don't copy files by hand — run the skill:** [`.agents/skills/update-engine`](.agents/skills/update-engine/SKILL.md). **Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
Hand it to your agent; it installs the binary + GodotSharp into `../engine/bin/`, wipes stale [tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
caches, and verifies. Covers macOS + Windows. 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 ## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
@@ -30,11 +31,10 @@ 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** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) | | `engine/macos-arm64/` | **4.7.2** (`51ed21d5`) — static shadow cache + tile budget + live caster size cull + inverted contract switch, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff | | `engine/windows-x64/` | **4.7.2** (`2caca361`) — upstream bugfixes + static shadow cache + video adapter memory query | built-in module | ✅ yes (`GodotSharp/`) |
**Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge — Mac is engine `51ed21d5` as of 2026-10-05 (`--version` prints `4.7.2.stable.mono.custom_build.51ed21d5d`): 4.7.2 + static shadow cache (tile budget, live caster screen-size cull, inverted-contract switch) + the video adapter memory query + GPU device-lost diagnostics (engine wiki `shadow-pass-diet-2026-10-05.md`, `gpu-device-lost-diagnostics.md`). Windows is `2caca361` (2026-10-03, built by UyGar: `b1bc0aef` + the video adapter memory query; no 2026-10-05 round yet) until Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
see [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md).
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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