# tinqs/builds Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings). **Binaries and GodotSharp are stored via Git LFS** (see `.gitattributes`). Source lives in `tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for exact versions. > **Use `tinqs pull` / `tinqs push`, never raw git** — these are LFS-heavy. ## Installing / updating the engine **Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):** [tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md). 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 Each engine binary ships with a `GodotSharp/` folder (Godot's C# bindings) **generated from that exact engine build**. You must install them **together** and replace any old `GodotSharp`. - The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a **`.NET assemblies not found`** dialog pointing at `engine/bin/GodotSharp/Api/Debug`. - A **stale** GodotSharp (from an older engine) against a newer binary throws **`Wrapper class not found for type: Terrain3D`** → terrain renders as water, animals don't animate. This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate `addons/terrain_3d` GDExtension `.framework`). Built-in module classes need their wrappers baked into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary. ## Current contents | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| | `engine/macos-arm64/` | **4.7** (`4ba7b5b`) — native modules | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.6.5** (`420e74bf8`) — still GDExtension | GDExtension | ❌ pending — see handoff | **Windows is not yet on 4.7.** The 4.7 Windows build + its GodotSharp must come from Forge — 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 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.