05704fd826
docs(readme): Mac current-contents sentence names d4940046
ozanandClaude Opus 5.52026-10-19 04:03:11 +01:00
74072b67d7
engine(macos-arm64): publish d4940046 - parallel-replay secondary command pools reset per frame (VUID-vkBeginCommandBuffer-00050 fix); GodotSharp regenerated, API unchanged; Windows still a967d12bf, pin moves when Forge publishes d4940046
ozanandClaude Opus 5.52026-10-19 04:01:03 +01:00
af72922179
docs: drop throttled Windows perf claims (Forge power plan); keep oracle + VUID facts
ozanandClaude Opus 5.52026-10-19 03:50:20 +01:00
6b7dab6242
chore: delete every Forge handoff from builds - Windows test steps and results live on the engine wiki page that owns the feature; README and master plan point there
ozanandClaude Opus 5.52026-10-19 03:09:33 +01:00
e16736c518
handoff(forge): laptop setup checklist (power mode, MUX dGPU-only, CPU name, core placement) + main-thread rendering control run (--render-thread safe) with /mainthread reads
ozanandClaude Opus 5.52026-10-19 03:07:19 +01:00
17d80b0004
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
ozan2026-10-19 02:31:58 +01:00
017badfc4d
handoff(forge): add GPU HZB occlusion A/B (gpucull hzb off/on) to the parallel replay run
ozanandClaude Opus 5.52026-10-19 02:31:13 +01:00
bb9c51a665
engine(windows-x64): publish 4fde0e94d — G2 pooled cull on top of 9dcc5d45; GodotSharp regenerated (pooled/band APIs); pin version-only until Mac publishes
ozan2026-10-18 05:06:52 +01:00
50ac90c232
docs(macos-arm64): 7fb81364 note - Windows already carries 7fb81364, both platforms match; no skip-check needed
ozanandClaude Opus 5.52026-10-17 23:03:19 +01:00
187d0dace5
engine(macos-arm64): publish 7fb81364 - 0ec39c95 + crash-report review fixes (no API change, GodotSharp unchanged); the game pin 4.7.2@0ec39c954 refuses it until Windows publishes 7fb81364 and the pin moves - TINQS_ENGINE_SKIP_CHECK=1 meanwhile
ozanandClaude Opus 5.52026-10-17 23:03:03 +01:00
74aa47df5d
handoff(forge-windows): 7fb81364 published on Windows — Mac clear to publish, pin is version-only 4.7.2 until the @7fb81364b flip
ozan2026-10-17 22:59:49 +01:00
f0a8bcfb2e
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
ozan2026-10-17 22:59:12 +01:00
b16a4afb4a
handoff(forge-windows): rebuild at engine 7fb81364 (crash-report review fixes, Windows files not compiled on Mac); Mac holds its 7fb81364 binary until Windows publishes so the 4.7.2@0ec39c954 pin keeps working
ozanandClaude Opus 5.52026-10-17 22:45:19 +01:00
1f19c87607
fix(windows-x64): relink editor binary at 1e7be28b1 — baked version string now matches the commit (was d88e0a051, fails required_engine_build gate); manifest sha256 corrected
ozan2026-10-05 20:03:18 +01:00
5171b5979b
engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
ozanandClaude Fable 5.12026-10-05 19:23:40 +01:00
c737ff6c05
engine(macos-arm64): publish 1e7be28b (same code as b0daf759, relinked to match the Windows pair d4cf0b7) — both platforms on one engine commit; GodotSharp regenerated
ozanandClaude Fable 5.12026-10-05 19:21:54 +01:00
d4cf0b7a19
engine/windows-x64: 4.7.2 1e7be28b1 — Stage C HZB + multimesh_cull + parallel shadow-fill; template_release + editor + GodotSharp; first game export published (pck excluded, LFS size)
ozan2026-10-05 19:06:33 +01:00
45f3cf9a3b
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
ozan2026-10-05 19:04:25 +01:00
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)
ozanandClaude Fable 5.12026-10-05 11:37:33 +01:00
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)
ozanandClaude Fable 5.12026-10-05 10:51:47 +01:00
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
ozan2026-09-28 02:26:30 +01:00
fe4c0c6fc9
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
ozan2026-09-28 02:26:30 +01:00
bb428cf63d
engine(macos-arm64): publish 4.7.2 with the static shadow cache
ozanandCursor2026-09-28 01:49:08 +01:00
bf0b252363
docs(handoff): Forge — rebuild windows-x64 with the static shadow cache (engine Part 1 + Part 2)
ozanandClaude Fable 5.12026-09-28 00:09:32 +01:00
d6190463d0
media(trailer): README — stills ARE retained in tinqs/design trailer-storyboards
Can NarinandClaude Fable 52026-08-25 21:54:43 +03:00
b6bdc7839d
media(trailer): add 34.4s audio cut of the Ariki demo trailer alongside the 61.3s silent final
Can NarinandClaude Fable 52026-08-25 21:27:06 +03:00
eeae1a1f89
move update-engine skill to game repo (everyone has ariki-game, not engine); point README/manifest there
ozanandClaude Opus 4.82026-06-19 04:54:15 +01:00
693e913ecc
skill(update-engine): full machine update — pull game repo + builds, then install engine
ozanandClaude Opus 4.82026-06-19 04:50:45 +01:00
9b547e1aee
Merge branch 'main' of ssh.tinqs.com:tinqs/builds
ozan2026-06-19 04:26:18 +01:00