{ "engine": { "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "version": "4.6.4.stable.mono.custom_build.4fe1323a7", "engine_repo": "tinqs/engine", "engine_commit": "4fe1323", "sha256": "4599c0f90896e8f5d8a19a6a6ee9e5c987c6f0254f20daabc4f05c2d65497976", "target": "editor", "built_on": "2026-06-13", "built_by": "Kraken (local build \u2014 engine 4.6.4, agent_skinned GPU-herd skinning fixed + visually verified)", "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": "Editor binary, built from engine 4fe1323 (4.6.4). agent_skinned GPU skinned-herd renderer (MultiSkinnedMeshInstance3D + MultiSkinnedInstance3D) is now VISUALLY VERIFIED driving the Ariki crocodile \u2014 fixed two bugs the data-plane doctests never caught: (1) default shader compared TANGENT as vec4 (it's vec3 in Godot 4) so it never compiled; added an albedo_tex uniform+fragment so herds texture out of the box; (2) bone matrices were stored basis-ROWS but the shader reads mat4(c0,c1,c2,c3) as COLUMNS, transposing every bone and crumpling the mesh \u2014 now stored column-major (regression test added). Plus branding fixes (Tinqs window titles, AppUserModelID, etc.). .NET assemblies (GodotSharp) come from the game project. Terrain3D macOS frameworks ship HERE (terrain_3d below). See engine wiki agent-skinned-gpu-herd.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", "version": "4.6.3.stable.mono.custom_build.67d0322c0", "engine_repo": "tinqs/engine", "engine_commit": "67d0322", "sha256": "b86113409ab95ad68823f19192cdaea152824008f6560adbc55ab469304f660d", "target": "editor", "built_on": "2026-06-09", "built_by": "Forge (Ozan's Windows box \u2014 local build)", "toolchain": "MSVC VS BuildTools 2022 (vcvars amd64), SCons, mono glue + GodotSharp assemblies", "scons_flags": "platform=windows target=editor module_mono_enabled=yes", "note": "Branded editor binary (Tinqs app icon/splash/logos baked in). Built from engine 67d0322. .NET assemblies (GodotSharp) + the Terrain3D addon are provided by the game project. Run with the existing ariki-game project. console_binary = the .console.exe variant for terminal stdout." } }, "terrain_3d": { "macos-arm64": { "debug_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.debug.framework", "release_framework": "engine/macos-arm64/terrain_3d/bin/libterrain.macos.release.framework", "sha256_debug": "653a16ffdc3e6bb05cf514b9700c943c8694133e28ec65800d074c58c13ea216", "sha256_release": "ca16b2a6afa80c382ffd578ebb6b31ce456a251ef8642e7d1addba79ef51d564", "engine_repo": "tinqs/engine", "engine_commit": "bb8fe2f", "built_against_engine_binary": "de00a306c (ABI via dumped extension_api.json \u2014 engine binary itself UNCHANGED, keep using de00a30)", "built_on": "2026-06-09", "built_by": "Kraken (engine/terrain3d/build.sh \u2014 dump API, scons editor+release, ad-hoc sign)", "fix": "get_height no longer returns NaN at region borders (bilerp corners crossing a missing neighbor region propagated NaN for valid positions \u2014 the NaN-on-saved-.res bug the game shimmed around). Hole semantics unchanged.", "install": "cp -R engine/macos-arm64/terrain_3d/bin/libterrain.macos.*.framework /addons/terrain_3d/bin/ \u2014 the game's .gitignore (bin/) means these never come from game git on macOS.", "note": "GDExtension only \u2014 no engine rebuild needed or performed. Verified: ariki-game itest 70/70 with these frameworks loaded." } } }