engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory #1

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ozan wants to merge 1 commits from engine/windows-x64-2caca361 into main
pull from: engine/windows-x64-2caca361
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Publishes the Windows editor build that the ariki-game settings/hardware lane has been running on, so Windows teammates can install it with update-engine instead of staying on b1bc0aef.

What it is

  • tinqs/engine 2caca361 (2026-10-03), built on UyGar's Windows machine. --version prints 4.7.2.stable.mono.custom_build.2caca3619.
  • = b1bc0aef + RenderingServer.get_video_adapter_memory (the same code already in the Mac 51ed21d5 build).
  • d3d12, angle and accesskit are all present in the binary.
  • sha256 editor 64cf3dd7…25f1, console a26d5500…ee5b (full values in manifest.json).

GodotSharp

  • Regenerated from this binary; glue has Terrain3D and GetVideoAdapterMemory. Replaced wholesale.
  • nupkgs are 4.7.2 only (the game pins Godot.NET.Sdk/4.7.2), so the old 4.6.x and 4.7.0 nupkgs are dropped.
  • The stray nested GodotSharp/GodotSharp/ copy (80 files, not in the Mac layout) is removed.

Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). I checked ariki-game against every API and setting added after 2caca361: GPU cull is behind HasMethod checks, and the shadow settings go through ProjectSettings.Set/GetSetting, which is a harmless no-op on an engine that doesn't define them. required_engine_build isn't set. So the game runs; those knobs just do nothing on Windows until a build from main.

Not launch-tested from this branch; the same binary is the one running on UyGar's machine.

🤖 Generated with Claude Code

Publishes the Windows editor build that the ariki-game settings/hardware lane has been running on, so Windows teammates can install it with `update-engine` instead of staying on `b1bc0aef`. **What it is** - tinqs/engine `2caca361` (2026-10-03), built on UyGar's Windows machine. `--version` prints `4.7.2.stable.mono.custom_build.2caca3619`. - = `b1bc0aef` + `RenderingServer.get_video_adapter_memory` (the same code already in the Mac `51ed21d5` build). - d3d12, angle and accesskit are all present in the binary. - sha256 editor `64cf3dd7…25f1`, console `a26d5500…ee5b` (full values in manifest.json). **GodotSharp** - Regenerated from this binary; glue has Terrain3D and GetVideoAdapterMemory. Replaced wholesale. - nupkgs are 4.7.2 only (the game pins `Godot.NET.Sdk/4.7.2`), so the old 4.6.x and 4.7.0 nupkgs are dropped. - The stray nested `GodotSharp/GodotSharp/` copy (80 files, not in the Mac layout) is removed. **Not included:** the 2026-10-05 round (shadow pass diet, staggered/fit cascades, shadow_lod_bias, GPU MultiMesh cull Stage A/B). I checked ariki-game against every API and setting added after `2caca361`: GPU cull is behind `HasMethod` checks, and the shadow settings go through `ProjectSettings.Set/GetSetting`, which is a harmless no-op on an engine that doesn't define them. `required_engine_build` isn't set. So the game runs; those knobs just do nothing on Windows until a build from main. Not launch-tested from this branch; the same binary is the one running on UyGar's machine. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
ozan added 1 commit 2026-10-05 14:16:13 +00:00
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>
This pull request has changes conflicting with the target branch.
  • README.md
  • engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll
  • engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb
  • engine/windows-x64/GodotSharp/Api/Debug/GodotSharp.dll
  • engine/windows-x64/GodotSharp/Api/Debug/GodotSharp.pdb
  • engine/windows-x64/GodotSharp/Api/Debug/GodotSharp.xml
  • engine/windows-x64/GodotSharp/Api/Debug/GodotSharpEditor.dll
  • engine/windows-x64/GodotSharp/Api/Debug/GodotSharpEditor.pdb
  • engine/windows-x64/GodotSharp/Api/Release/GodotPlugins.dll
  • engine/windows-x64/GodotSharp/Api/Release/GodotPlugins.pdb
View command line instructions

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u origin engine/windows-x64-2caca361:engine/windows-x64-2caca361
git checkout engine/windows-x64-2caca361
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Reference: tinqs/builds#1