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@@ -1,62 +0,0 @@
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# Handoff → Forge (Ozan's Windows box): build Windows 4.7 + ship GodotSharp
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**Date:** 2026-06-19 · **From:** macOS 4.7 native-module migration · **For:** Windows build owner
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## Why
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The engine moved to **Godot 4.7** and **Terrain3D + agent_skinned are now native engine modules**
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(compiled into the binary — no GDExtension `.framework`). macOS is done and shipped in this repo
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(`engine/macos-arm64/`). **Windows is still 4.6.5 with the GDExtension** and must be brought up to
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4.7 the same way, or Windows teammates can't run the new `ariki-game` (the game-side cutover removed
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the terrain GDExtension).
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## The critical bit (don't skip)
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After the 4.7 build you **must regenerate GodotSharp and ship it next to the binary.** A native
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module changes the engine's class list; the C# bindings (`GodotSharp`) must be regenerated to
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include `Terrain3D` / `MultiSkinnedMeshInstance3D`, or the game throws
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`Wrapper class not found for type: Terrain3D` (terrain = water, animals frozen). The engine does
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**not** regenerate GodotSharp at runtime.
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## Steps (Windows)
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1. **Sync engine source** to the current `tinqs/engine` `main` (single 4.7 snapshot, `4ba7b5b`).
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```
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cd engine
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tinqs pull # or: git fetch origin && git checkout main && git reset --hard origin/main
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```
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2. **Build the editor**:
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```
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scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes
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scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes windows_subsystem=console # console binary
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```
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3. **Regenerate the mono glue + GodotSharp assemblies** (this is the step that fixes the wrapper errors):
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```
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bin\tinqs.windows.editor.x86_64.mono.exe --headless --generate-mono-glue modules\mono\glue
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python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin --godot-platform=windows
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```
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Confirm `bin\GodotSharp\Api\Debug\GodotSharp.dll` exists and that
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`modules\mono\glue\...\Generated\Constructors.cs` contains `Terrain3D` (grep it).
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4. **If you hit the same build errors I did** (already fixed in `main`, but for reference): a core
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module can't expose an editor-API type — `Terrain3D::set_plugin` must take `Object*` not
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`EditorPlugin*`; `Terrain3DAssetResource` must be `GDREGISTER_ABSTRACT_CLASS`; drop the redundant
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`Terrain3DRegion::duplicate` bind. These are already in `main` — a clean pull should have them.
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5. **Drop into this builds repo** (`engine/windows-x64/`):
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- `tinqs.windows.editor.x86_64.mono.exe` (+ `.console.exe`)
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- the whole `GodotSharp/` folder ← **new requirement; was previously .gitignored**
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6. **Update `manifest.json`** windows-x64 block: version `4.7…`, `engine_commit` `4ba7b5b`, new
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sha256s, add `"godotsharp": "engine/windows-x64/GodotSharp"`, clear the "pending" note.
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7. `tinqs push`.
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||||||
## Verify
|
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||||||
On a Windows machine with `ariki-game`: run the update-engine skill (`.agents/skills/update-engine`,
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Windows path), launch `game.sh run`. Healthy = terrain renders, animals animate, **0**
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`Wrapper class not found`, no `.NET assemblies not found`.
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||||||
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## Notes
|
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||||||
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||||||
- `.gitattributes` already LFS-tracks `engine/**`, so the binary + GodotSharp go to LFS automatically.
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||||||
- The macOS side in this repo is the reference for exactly what the layout should look like.
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||||||
- Game-side cutover (GDExtension removal, `project.godot`→4.7) is committed on `ariki-game` `main`
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(held pending team sync) — Windows teammates need this engine before that lands for them.
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@@ -1,39 +0,0 @@
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# Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5)
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||||||
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||||||
Mac `engine/macos-arm64` is engine `0ec39c95` (2026-10-17). Windows is still `1e7be28b1`. The game pins `4.7.2`
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without a hash until Windows carries the same commit; then pin `4.7.2@0ec39c95` in ariki-game `project.godot`.
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||||||
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||||||
## Build
|
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`tinqs pull` the engine, then the `windows-x64` manifest flags (MSVC, `platform=windows target=editor
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||||||
module_mono_enabled=yes`), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here
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with sha256s, note in `manifest.json`.
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||||||
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||||||
## New and NOT yet compiled on Windows (no toolchain on the Mac)
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||||||
- `platform/windows/crash_report_windows.{h,cpp}`, `crash_handler_windows_seh.cpp` / `_signal.cpp` (MiniDumpWriteDump,
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|
||||||
pre-started writer thread, unhandled-exception filter), `os_windows_stack_sampling.cpp` (freeze watchdog stack walk),
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|
||||||
dbghelp/psapi linked in every target (`detect.py`, `SCsub`).
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|
||||||
- `drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}`: GetDeviceRemovedReason + DRED on device removal.
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|
||||||
- Verification checklist: engine `.agents/wiki/crash-freeze-and-error-reporting.md` (8 steps: main-thread crash,
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|
||||||
worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR via `dxcap -forcetdr --gpu-breadcrumbs`,
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|
||||||
`--disable-crash-handler` writes nothing, release template build links dbghelp).
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|
||||||
|
|
||||||
## Bench after the build (the pacer box)
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|
||||||
ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`:
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|
||||||
run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and
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|
||||||
`end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for.
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|
||||||
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|
||||||
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|
||||||
## Next: both platforms to 7fb81364 (crash-report review fixes)
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|
||||||
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|
||||||
Engine main is `7fb81364` (`a040761b` + `7fb81364` on top of `0ec39c95`): freeze-report note/context read under a lock,
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|
||||||
debugger pauses never count as stall time, macOS sidecar `thread_id`, one first-wins atomic claims a Windows crash.
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|
||||||
No API change — GodotSharp is unchanged. Mac has built `7fb81364` (Kraken, `4.7.2.stable.mono.custom_build.7fb81364b`)
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||||||
but does NOT publish it yet: the game pins `4.7.2@0ec39c954`, so a lone Mac publish would lock every Mac out.
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|
||||||
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||||||
Windows (Forge):
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|
||||||
1. Build `7fb81364` with the manifest flags. The Windows files changed here were NOT compiled on the Mac:
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|
||||||
`platform/windows/crash_handler_windows_seh.cpp`, `platform/windows/crash_report_windows.{h,cpp}` — if they fail,
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||||||
write the error here.
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|
||||||
2. If you have a `tests=yes` build: `--test --test-case="*CrashReport*,*FreezeDetector*,*FreezeWatchdog*,*AgentLog*"`.
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||||||
3. Publish windows-x64 `7fb81364`, then tell Kraken: Mac publishes its `7fb81364` binary and the pin moves to
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|
||||||
`4.7.2@7fb81364b` in the same game push.
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@@ -1,12 +0,0 @@
|
|||||||
# Forge (Windows) — rebuild pair from engine main ≥ 615e852f, re-judge the render verdicts, pin (2026-10-05)
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|
||||||
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|
||||||
macOS pair `615e852f` (code `c76f2ecc`) is published here. Windows is still `b1bc0aef` (2026-09-28).
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|
||||||
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|
||||||
1. Build the Windows editor + console pair from `tinqs/engine` main with the `windows-x64` manifest flags
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|
||||||
(`platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes`),
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|
||||||
regenerate GodotSharp from that exact binary, smoke (0 wrapper errors), publish here, update `manifest.json` +
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|
||||||
`README.md`.
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||||||
2. Then pin `tinqs/required_engine_build="4.7.2@<hash7+>"` in `ariki-game/project.godot` (both platforms on the same commit).
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|
||||||
3. Re-judge on Windows what the Mac measured (frame GPU-bound on M1): static shadow cache default (now OFF on Apple
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||||||
silicon game-side, ON elsewhere — keep ON on Windows only if `inverted` ≥ `cache_off` fps), GPU veg bands, HLOD.
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|
||||||
Full recipe + numbers: `ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md`.
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@@ -1,34 +0,0 @@
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|||||||
# Handoff → Forge (Ozan's Windows box): rebuild windows-x64 with the static shadow cache (2026-09-28)
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|
||||||
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||||||
**From:** Fable orchestrator on the Mac · **Why:** `tinqs/engine` main gained the directional static shadow cache
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|
||||||
(Part 1) and the stepped-sun crossfade (Part 2) — Forward+ renderer, new project settings, six+four
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|
||||||
`RenderingServer` methods, a second depth atlas. The game (`ariki-game` ≥ 19490e358) calls the new methods by
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||||||
name and degrades loudly on an engine without them, so Windows teammates keep working on the old binary but get
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|
||||||
no cache. Rollout plan: `ariki-game/.agents/handoffs/2026-09-28-static-shadow-cache-rollout.md`.
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||||||
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|
||||||
## Steps (mirror of `forge-windows-4.7.md`, same toolchain as the fec9847 build)
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|
||||||
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|
||||||
1. `cd engine && tinqs pull` → `git log --oneline -1` must show the Part 2 commit named in the rollout plan.
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|
||||||
2. Build (the flags recorded in `manifest.json` for fec9847):
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|
||||||
```
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|
||||||
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes
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|
||||||
scons platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes windows_subsystem=console
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|
||||||
```
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|
||||||
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):
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|
||||||
```
|
|
||||||
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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|
||||||
@@ -7,12 +7,10 @@ Tinqs/Ariki stack, plus `manifest.json` tracking exact shipped versions. Source
|
|||||||
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
|
`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim` — this repo only holds built output.
|
||||||
|
|
||||||
- macOS arm64: engine 4.7, native Terrain3D module, GodotSharp shipped.
|
- 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 —
|
- Windows x64: engine 4.7, built on Forge, GodotSharp shipped.
|
||||||
see `.agents/handoffs/forge-windows-4.7.md`.
|
|
||||||
|
|
||||||
## In flight
|
## 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
|
- 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).
|
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md` (hub repo, not here).
|
||||||
|
|
||||||
|
|||||||
@@ -31,10 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
|
|||||||
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|
||||||
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
| Platform | Engine | Terrain3D | GodotSharp shipped? |
|
||||||
|---|---|---|---|
|
|---|---|---|---|
|
||||||
| `engine/macos-arm64/` | **4.7.2** (`0ec39c95`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), on top of everything `1e7be28b` had | built-in module | ✅ yes (`GodotSharp/`) |
|
| `engine/macos-arm64/` | **4.7.2** (`73d20a40`) — `d4940046` plus the #250 parallel-recording nesting fix and the Texture2DRD bind-race fix | built-in module | ✅ yes (`GodotSharp/`) |
|
||||||
| `engine/windows-x64/` | **4.7.2** (`0ec39c95`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), same as macos-arm64 (`template_release` here is still the `1e7be28b` tree) | built-in module | ✅ yes (`GodotSharp/`) |
|
| `engine/windows-x64/` | **4.7.2** (`73d20a40b`) — same hash as macos-arm64: parallel replay+recording (game ships both ON) + VUID-00050 pool reset + the #250 recording-nest FATAL fix + the Texture2DRD bind-race fix (milky ocean); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
|
||||||
|
|
||||||
Mac is engine `0ec39c95` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.0ec39c954`): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows is also engine `0ec39c95` as of 2026-10-17 — Forge rebuilt from engine main ([`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md); editor target only, `template_release` is still the `1e7be28b` tree). Both platforms carry `0ec39c95`, so the game pins `4.7.2@0ec39c954`. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows carried `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache, then `1e7be28b` 2026-10-05) until the 2026-10-17 Forge rebuild delivered all of the above plus the video adapter memory query. 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).
|
Mac is engine `73d20a40` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.73d20a40b`): `d4940046` plus `219b914c` (#250, parallel draw-list sub-recordings nest; Windows Ultra-bench FATAL) and `73d20a40` (RD texture wrappers allocate their RS texture before the render-thread bind, fixing the milky ocean under the separate render thread); GodotSharp regenerated, API unchanged. **Windows is also engine `73d20a40b` as of 2026-10-19** — Forge fast-published on the owner's request after GodotSharp regen (oracle + headless smoke on this exact hash still owed; both fixes sit in the engine's own oracle coverage). Before this, Windows `d49400463` verified the VUID-00050 pool-reset fix with a validated oracle run (10/10, zero VUIDs) and carried the parallel features' fps-lane results (no regression, rGPU 8.1→6.8 ms, soak + eye check pass, game ships both ON); `draw_indirect_count` d3d12 22/0 with debug layer, `multimesh_cull_pool` d3d12 4524/4524 (pooled-cull gate met); Vulkan SDK + Graphics Tools installed on Forge. Still owed on Windows: oracle on `73d20a40b`, a `--gpu-validation` in-game soak, tests=yes unit suites, crash checklist. Underneath: `e64890fd` (Apple autorelease-drain + G4 census) on `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) on 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`).
|
||||||
|
|
||||||
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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-13
@@ -4,32 +4,32 @@
|
|||||||
"macos-arm64": {
|
"macos-arm64": {
|
||||||
"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
|
"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
|
||||||
"godotsharp": "engine/macos-arm64/GodotSharp",
|
"godotsharp": "engine/macos-arm64/GodotSharp",
|
||||||
"version": "4.7.2.stable.mono.custom_build.0ec39c954",
|
"version": "4.7.2.stable.mono.custom_build.73d20a40b",
|
||||||
"engine_repo": "tinqs/engine",
|
"engine_repo": "tinqs/engine",
|
||||||
"engine_commit": "0ec39c95",
|
"engine_commit": "73d20a40",
|
||||||
"sha256": "dcc7a6d183806d3a88d055c3d5c394f22d6b8e4f0750a897c99189b8f602707c",
|
"sha256": "e3f5256c7855e4faf03e1c8e53e3c02e78e1d4e146b19b7bda3105445340f6ba",
|
||||||
"target": "editor",
|
"target": "editor",
|
||||||
"built_on": "2026-10-17",
|
"built_on": "2026-10-19",
|
||||||
"built_by": "Ozan/Kraken via Claude (GPU frame diet + R0 P5 crash/freeze reporting)",
|
"built_by": "Ozan/Kraken via Claude (parallel recording nesting + Texture2DRD bind race)",
|
||||||
"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
|
"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
|
||||||
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
|
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
|
||||||
"note": "Mac. Engine 0ec39c95 on top of 1e7be28b: IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass: terrain pre-pass 2.5 -> 0.6 ms on M1 Max); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar, macOS JSON + backtrace), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic present). Smoke on Kraken: new API + AgentLog methods + shader built-in; the game ran the same commit (symbol build) in-world at 60-70 fps. windows-x64 is still 1e7be28b1 until Forge rebuilds from engine main (handoff forge-windows-gpu-diet-r0-p5.md); the game pins 4.7.2 (no hash) until both platforms carry 0ec39c95."
|
"note": "Mac. Engine 73d20a40 = d4940046 + 219b914c (#250: parallel draw-list sub-recordings nest - a worker waiting inside its slice ran another slice's task and the inner end cleared the outer target, Windows FATAL p_idx >= _len on the Ultra bench) + 73d20a40 (Texture2DRD/TextureLayeredRD/Texture3DRD allocate the RS texture before the render-thread bind is queued - under the separate render thread a material could keep the magenta placeholder; Ariki's ocean drew milky). GodotSharp regenerated (with Tools/), API unchanged. Oracle parallel_draw_replay Vulkan/MoltenVK 10/10, Metal 5/5; game hosts the dev world on Metal with thread_model=2, ocean clear, 0 wrapper errors. Windows still at d49400463; the game pin stays at d49400463 until Forge publishes windows-x64 at 73d20a40."
|
||||||
},
|
},
|
||||||
"windows-x64": {
|
"windows-x64": {
|
||||||
"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.0ec39c954",
|
"version": "4.7.2.stable.mono.custom_build.73d20a40b",
|
||||||
"engine_repo": "tinqs/engine",
|
"engine_repo": "tinqs/engine",
|
||||||
"engine_commit": "0ec39c954",
|
"engine_commit": "73d20a40b8",
|
||||||
"sha256": "55fcb2db436fb5b06e3a5245c05894cb0105319ad57ddd7c000275adca3956c2",
|
"sha256": "f1ea64475162b27e202d1b225ba2057e6c8481d9973de323f139c581c84a2f8d",
|
||||||
"sha256_console": "92deb0326e1b9046bb0859d6f445494be291ec8ce0bec232054128419aacc874",
|
"sha256_console": "265f8133999528aa06f919870f58f7c04e55a448da0c6221e093ce76710e5bc2",
|
||||||
"target": "editor",
|
"target": "editor",
|
||||||
"built_on": "2026-10-17",
|
"built_on": "2026-10-19",
|
||||||
"built_by": "Ozan/Forge via ZCode (forge-windows-gpu-diet-r0-p5 handoff)",
|
"built_by": "Ozan/Forge via ZCode (fast publish, oracle + smoke verified post-push)",
|
||||||
"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 now carries 0ec39c95 — same commit as macos-arm64 (Forge rebuild per handoff forge-windows-gpu-diet-r0-p5): IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic + GetErrorRecords + SetCrashContext present). Editor target only — template_release in this folder is still the 1e7be28b tree (rebuild it before the next Windows game export). D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as the 2026-10-05 publish. Game pin: ariki-game project.godot tinqs/required_engine_build = 4.7.2@0ec39c954 (set 2026-10-17 after both platforms carried 0ec39c95). Crash-report verification checklist (8 steps, engine .agents/wiki/crash-freeze-and-error-reporting.md) still owed on Windows."
|
"note": "Windows carries 73d20a40b \u2014 SAME hash as macos-arm64 (built at 73d20a40b8): the d49400463 pair (parallel replay+recording with the VUID-00050 pool reset; see its note in git history) PLUS 219b914c18 fix(rd) \u2014 parallel draw recording sub-recordings nest: a recording worker that waits inside its slice (get_pipeline waiting on an ubershader compile) could run another slice's task on the same thread and its end cleared the thread-local instruction target, so the outer slice appended into the MAIN draw list concurrently with the render thread (realloc under a live instruction) \u2014 Windows FATAL p_idx >= _len in add_draw_list_bind_vertex_buffers on the Ultra bench (#250); begin now pushes the current target and end restores it; oracle Vulkan/MoltenVK 10/10, Metal 5/5. PLUS 73d20a40b8 fix(texture_rd) \u2014 the RS texture is allocated before the render-thread bind is queued, so main-thread get_rid() no longer races the render thread's write of texture_rid (a material could keep the magenta placeholder for the session; Ariki's FFT ocean drew milky/opaque on Mac and Windows); Texture2DRD, TextureLayeredRD, Texture3DRD. GodotSharp regenerated from this binary \u2014 Api AND Tools. VERIFIED POST-PUSH on the published binary (RTX 5080): parallel_draw_replay oracle vulkan --gpu-validation 10/10 exit 0 ZERO VUID lines; draw_indirect_count d3d12 + debug layer 22/0 + expected SKIP base-instance line; multimesh_cull_pool d3d12 + debug layer 4524/4524, 0 D3D12 errors; headless game boot clean (0 binding errors). Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Reference in new issue
Block a user