# Forge (Windows) — rebuild engine main at 9dcc5d45 (SSCS + hero combine + shadow fixes + indirect count) Mac `engine/macos-arm64` is engine `9dcc5d45` (2026-10-18, `4.7.2.stable.mono.custom_build.9dcc5d458`). Windows is still `7fb81364b`. **The game already pins `4.7.2@9dcc5d458`** (owner's call: publish Mac-only), so every Windows engine is refused with the mismatch dialog until this is published. `TINQS_ENGINE_SKIP_CHECK=1` runs the old engine meanwhile, but the sun then shows shadow acne (the game's sun bias 0.014 expects the #124348 bias fix). ## Build `tinqs pull` the engine (main is `91b11b70` = `9dcc5d45` + docs only), build with the `windows-x64` manifest flags (`platform=windows target=editor module_mono_enabled=yes -j32`). The `--version` hash will read `91b11b70…` unless you `git checkout 9dcc5d45` first; either is fine (docs-only difference) — record what you built in the manifest. Regenerate GodotSharp from that binary: `--generate-mono-glue modules/mono/glue`, then `build_assemblies.py --godot-output-dir=bin --godot-platform=windows`. Publish the WHOLE `bin/GodotSharp` (`Api/` AND `Tools/`; `Tools/` is always written to `bin/GodotSharp/Tools`, a scratch output dir has no `Tools/` and the editor `--import` then fails with "Dependency resolution failed for GodotTools.dll"). ## New since 7fb81364 (none of it compiled on Windows yet) - `298bc2a6` `RenderingDevice.draw_list_draw_indirect_count`: D3D12 native path (`drivers/d3d12/rendering_device_driver_d3d12.cpp`). - `2ce4f359` screen-space contact shadows for directional lights (compute shader `screen_space_contact_shadows.glsl`, binding 39 in the Forward+ scene shader, `DirectionalLightData::sscs_index` at byte 64). - `bb1f12e4` tight directional caster culling on each cascade's real frustum (upstream #121775). - `5df5c8df` hero shadow min-combine (`RenderingServer.instance_light_directional_set_hero_shadow_spot`). - `9dcc5d45` depth bias = `MAX(shadow_blur, 1)` scale (upstream #124348). ## Checks 1. Oracle: `bash tests/gpu_oracle/draw_indirect_count/run.sh d3d12` from Git Bash. Expect `ORACLE: 22 passed, 0 failed`, a `SKIP base-instance` line, exit 0 (engine wiki `draw-indirect-count.md` § Windows checklist; Mac/Metal was 24/24). Also the Vulkan driver if the game runs Vulkan there: `… run.sh vulkan`. 2. Game in-world on the new pair (pin satisfied): - `env herocombine` status reports `mode combine (engine combine yes)`; the hero's spot shadow merges with the sun's. - `env contactshadow on` → contact shadows under feet/grass; `--gpu-profile` shows `SSCS Main` / `Process SSCS` (Mac M1 Max ≈ 0.43 ms at the beach); `env contactshadow length 0|2`, `blur 0` change it live; `off` restores. - Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)). 3. Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push. ## 2026-10-18 Windows side done (Forge/ZCode) Windows published `9dcc5d458` (built at `9dcc5d458f` — docs-only commits excluded so both platforms + the pin share one hash). Whole `GodotSharp` published (Api + Tools). Headless game boot: clean, 0 binding errors. - Oracle `draw_indirect_count` d3d12 (RTX 5080): **22 passed, 2 failed** — the 2 base-instance cases, the documented D3D12 gap (expected-fail per draw-indirect-count.md; got `[0]`/`[0,1]` where `first_instance` is ignored). They RAN rather than SKIPped — the skip gate seems D3D12-absent; same result either way. - `--gpu-validation` could NOT run: D3D12 debug layer is not installed on Forge (`_initialize_debug_layers` → ERR_QUERY_FAILED → context fell back to Vulkan, which then reports SUPPORTS_DRAW_INDIRECT_COUNT false — the capability bit only exists on Metal/D3D12 in this fork). Install Graphics Tools for the validation pass. - In-world checks (herocombine / contactshadow / SSCS profile / sun acne at bias 0.014): still owed here. ## 2026-10-18 Windows moved to engine main 4fde0e94d (G2 pooled cull) — Kraken note Engine main gained `4fde0e94d7` (G2 pooled cull) after the 9dcc5d45 pair. Forge rebuilt it (8 min incremental) and published windows-x64 `4fde0e94d`: GodotSharp regenerated (MultimeshGpuCullSetPooled / MultimeshGpuCullSetShadowFixedBand / MultimeshSetGpuShadowBand present), headless game boot clean. Game pin relaxed to version-only `4.7.2` (a lone Windows publish must not lock Mac out — same protocol as 7fb81364). **Kraken: publish your `4fde0e94d` macos-arm64 build, then flip the pin to `4.7.2@4fde0e94d` in the same game push.** Owed on Windows: `tests/gpu_oracle/multimesh_cull_pool` (D3D12 base-instance gap may bite the pooled draws) and the in-world gpucull census (`multimesh_get_cull_command_offset`).