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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
461 changed files with 128 additions and 286917 deletions

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@@ -1,39 +0,0 @@
# Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5)
Mac `engine/macos-arm64` is engine `0ec39c95` (2026-10-17). Windows is still `1e7be28b1`. The game pins `4.7.2`
without a hash until Windows carries the same commit; then pin `4.7.2@0ec39c95` in ariki-game `project.godot`.
## Build
`tinqs pull` the engine, then the `windows-x64` manifest flags (MSVC, `platform=windows target=editor
module_mono_enabled=yes`), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here
with sha256s, note in `manifest.json`.
## New and NOT yet compiled on Windows (no toolchain on the Mac)
- `platform/windows/crash_report_windows.{h,cpp}`, `crash_handler_windows_seh.cpp` / `_signal.cpp` (MiniDumpWriteDump,
pre-started writer thread, unhandled-exception filter), `os_windows_stack_sampling.cpp` (freeze watchdog stack walk),
dbghelp/psapi linked in every target (`detect.py`, `SCsub`).
- `drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}`: GetDeviceRemovedReason + DRED on device removal.
- Verification checklist: engine `.agents/wiki/crash-freeze-and-error-reporting.md` (8 steps: main-thread crash,
worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR via `dxcap -forcetdr --gpu-breadcrumbs`,
`--disable-crash-handler` writes nothing, release template build links dbghelp).
## Bench after the build (the pacer box)
ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`:
run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and
`end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for.
## Next: both platforms to 7fb81364 (crash-report review fixes)
Engine main is `7fb81364` (`a040761b` + `7fb81364` on top of `0ec39c95`): freeze-report note/context read under a lock,
debugger pauses never count as stall time, macOS sidecar `thread_id`, one first-wins atomic claims a Windows crash.
No API change — GodotSharp is unchanged. Mac has built `7fb81364` (Kraken, `4.7.2.stable.mono.custom_build.7fb81364b`)
but does NOT publish it yet: the game pins `4.7.2@0ec39c954`, so a lone Mac publish would lock every Mac out.
Windows (Forge):
1. Build `7fb81364` with the manifest flags. The Windows files changed here were NOT compiled on the Mac:
`platform/windows/crash_handler_windows_seh.cpp`, `platform/windows/crash_report_windows.{h,cpp}` — if they fail,
write the error here.
2. If you have a `tests=yes` build: `--test --test-case="*CrashReport*,*FreezeDetector*,*FreezeWatchdog*,*AgentLog*"`.
3. Publish windows-x64 `7fb81364`, then tell Kraken: Mac publishes its `7fb81364` binary and the pin moves to
`4.7.2@7fb81364b` in the same game push.
@@ -1,12 +0,0 @@
# Forge (Windows) — rebuild pair from engine main ≥ 615e852f, re-judge the render verdicts, pin (2026-10-05)
macOS pair `615e852f` (code `c76f2ecc`) is published here. Windows is still `b1bc0aef` (2026-09-28).
1. Build the Windows editor + console pair from `tinqs/engine` main with the `windows-x64` manifest flags
(`platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes`),
regenerate GodotSharp from that exact binary, smoke (0 wrapper errors), publish here, update `manifest.json` +
`README.md`.
2. Then pin `tinqs/required_engine_build="4.7.2@<hash7+>"` in `ariki-game/project.godot` (both platforms on the same commit).
3. Re-judge on Windows what the Mac measured (frame GPU-bound on M1): static shadow cache default (now OFF on Apple
silicon game-side, ON elsewhere — keep ON on Windows only if `inverted` ≥ `cache_off` fps), GPU veg bands, HLOD.
Full recipe + numbers: `ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md`.
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@@ -31,10 +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/` | **4.7.2** (`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** (`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/` | **4.7.2** (`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** (`2caca361`) — upstream bugfixes + static shadow cache + video adapter memory query | 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 `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).
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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@@ -1,14 +0,0 @@
{
"runtimeOptions": {
"tfm": "net8.0",
"rollForward": "LatestMajor",
"framework": {
"name": "Microsoft.NETCore.App",
"version": "8.0.0"
},
"configProperties": {
"System.Reflection.Metadata.MetadataUpdater.IsSupported": false,
"System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false
}
}
}
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