{ "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, 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": "4.7.2.stable.mono.custom_build.a967d12bf", "engine_repo": "tinqs/engine", "engine_commit": "a967d12b", "sha256": "abc6dc79990ad53949b35bee0f5a2029a0c0b49803c25ae3b3b792c0d233f563", "target": "editor", "built_on": "2026-10-19", "built_by": "Ozan/Kraken via Claude (parallel draw-list replay + recording)", "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", "note": "Mac. Engine a967d12b = e64890fd + parallel draw-list replay (06ecc5df: large draw lists recorded into Vulkan secondary command buffers on worker threads at frame end; Vulkan only, no effect on Metal) + parallel draw-list recording (Forward+ render lists split over worker threads into RenderingDevice sub-lists; every driver) + PipelineHashMapRD RWLock. Project settings rendering/rendering_device/parallel_draw_{replay,recording}/* (engine default off; the game turns both on). GodotSharp regenerated (with Tools/). Oracle tests/gpu_oracle/parallel_draw_replay: Vulkan/MoltenVK 10/10, Metal 5/5 pixel-identical. Windows at e64890fd3; Forge to build a967d12b (handoff forge-windows-parallel-replay.md)." }, "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", "version": "4.7.2.stable.mono.custom_build.a967d12bf", "engine_repo": "tinqs/engine", "engine_commit": "a967d12bf6", "sha256": "66b27d296ddb444247415cce2e248930055141d244fc8fea92ecf4be6ae1a7bb", "sha256_console": "0d52d55ba20b177bbef48822cedf3726fdfc4af376135c06808df73a8b3155ff", "target": "editor", "built_on": "2026-10-19", "built_by": "Ozan/Forge via ZCode (forge-windows-parallel-replay handoff; engine-side tests run before publish)", "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", "note": "Windows carries a967d12bf — SAME hash as macos-arm64 (built at a967d12bf6): e64890fd pair (see its note in git history) PLUS 06ecc5df parallel draw-list replay (Vulkan, chunks re-recorded into secondary command buffers on worker threads at frame end; rendering/rendering_device/parallel_draw_replay/*, DEFAULT OFF) PLUS a967d12bf parallel draw-list recording (Forward+ splits render lists over worker threads at record time, every driver; rendering/rendering_device/parallel_draw_recording/*, DEFAULT OFF; set_parallel_draw_recording / get_parallel_draw_recording_info). GodotSharp regenerated from this binary — Api AND Tools (SetParallelDrawRecording + GetParallelDrawRecordingInfo + SetParallelDrawReplay + GetParallelDrawReplayInfo present). ENGINE-SIDE TESTS (RTX 5080, Vulkan SDK + D3D12 debug layer NOW INSTALLED on Forge): parallel_draw_replay oracle vulkan+validation 10/10 exit 0 — BUT VUID-vkBeginCommandBuffer-00050 x10 fires in the first parallel state (secondary cmd buffers re-begun from pools without RESET_COMMAND_BUFFER_BIT; control with feature off = 0 VUIDs) — spec-UB the NVIDIA driver currently tolerates, MoltenVK never flagged; engine-owner fix owed (pool flag or vkResetCommandBuffer). draw_indirect_count d3d12 + debug layer: 22/0 + expected SKIP base-instance line, exit 0 (old 22/2 was the no-layer run). multimesh_cull_pool d3d12 + debug layer: 4524/4524 exit 0 — parity with Mac, UN-GATES making pooled cull the default per the G2 handoff. Still owed: in-game A/Bs of the parallel handoff (replay/record 4-state + occlusion on/off), 10-min replay soak + shadow-edge eye check, tests=yes unit suites, crash checklist (8 steps). Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)." } } }