{ "_install": "Use the update-engine skill (.agents/skills/update-engine) — it installs the binary AND GodotSharp together into ../engine/bin and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", "version": "4.7.stable.mono.custom_build.4ba7b5b5b", "engine_repo": "tinqs/engine", "engine_commit": "5727de0", "sha256": "19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8", "target": "editor", "built_on": "2026-06-19", "built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)", "toolchain": "Xcode 26.3 (Apple clang 17)", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", "note": "Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). REBUILT 2026-06-19 to restore Tinqs branding (the 4.7 upstream rebase had reset the logos to the Godot robot) — splash/app_icon/editor logos now the Viewport-Focus mark; see engine/brand/apply-branding.sh. Verified: terrain renders, animals GPU-driven, 0 wrapper errors. GodotSharp folder is UNCHANGED from the prior push (logo-only rebuild doesn't touch C# bindings).", "version_hash_note": "engine main = 5727de0 (branding) on top of the 4.7 snapshot; binary --version prints 4.7.stable.mono.custom_build.4ba7b5b5b" }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "godotsharp": "engine/windows-x64/GodotSharp (NOT YET SHIPPED — see .agents/handoffs/forge-windows-4.7.md)", "version": "4.6.5.stable.mono.custom_build.420e74bf8", "engine_repo": "tinqs/engine", "engine_commit": "420e74bf8e", "sha256": "bfb66aa9a945afb8e44d0ea1f184b4e2a2c90a435e43c37b009bcf1c615576b2", "sha256_console": "b64fc96acdd86edde311c8b1eccb83313870e8c47c7c592f3ff8deee372f2f8c", "target": "editor", "built_on": "2026-06-16", "built_by": "Forge (Ozan's Windows box — local build)", "toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, mono glue + GodotSharp assemblies", "note": "⚠️ STILL 4.6.5 — NOT the 4.7 native-module engine. Windows 4.7 build (with Terrain3D as a module + regenerated GodotSharp shipped alongside) is PENDING from Forge. See .agents/handoffs/forge-windows-4.7.md. Until then, Windows teammates stay on 4.6.5 + the GDExtension terrain." } } }