# 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/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — everything `9dcc5d45` had **plus G2 pooled cull** (one reset + one cull dispatch per camera render, `gpu_cull_pooled` default off, fixed shadow band, STATIC_SHADOW_AT_REST); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). **Windows is one commit ahead: `4fde0e94d` (G2 pooled cull)** as of 2026-10-18 — Forge built engine main first; the game pin is version-only `4.7.2` until the Mac publishes `4fde0e94d` (then pin `4.7.2@4fde0e94d`). Windows oracle notes: `draw_indirect_count` on D3D12 at `9dcc5d458` was 22 passed / 2 failed (base-instance pair, the documented D3D12 gap, `.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed); `multimesh_cull_pool` oracle not yet run on Windows. In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census) still owed on Windows. Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.