4.7 KiB
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)
298bc2a6RenderingDevice.draw_list_draw_indirect_count: D3D12 native path (drivers/d3d12/rendering_device_driver_d3d12.cpp).2ce4f359screen-space contact shadows for directional lights (compute shaderscreen_space_contact_shadows.glsl, binding 39 in the Forward+ scene shader,DirectionalLightData::sscs_indexat byte 64).bb1f12e4tight directional caster culling on each cascade's real frustum (upstream #121775).5df5c8dfhero shadow min-combine (RenderingServer.instance_light_directional_set_hero_shadow_spot).9dcc5d45depth bias =MAX(shadow_blur, 1)scale (upstream #124348).
Checks
- Oracle:
bash tests/gpu_oracle/draw_indirect_count/run.sh <tinqs.windows.editor.x86_64.mono.exe> d3d12from Git Bash. ExpectORACLE: 22 passed, 0 failed, aSKIP base-instanceline, exit 0 (engine wikidraw-indirect-count.md§ Windows checklist; Mac/Metal was 24/24). Also the Vulkan driver if the game runs Vulkan there:… run.sh <exe> vulkan. - Game in-world on the new pair (pin satisfied):
env herocombinestatus reportsmode combine (engine combine yes); the hero's spot shadow merges with the sun's.env contactshadow on→ contact shadows under feet/grass;--gpu-profileshowsSSCS Main/Process SSCS(Mac M1 Max ≈ 0.43 ms at the beach);env contactshadow length 0|2,blur 0change it live;offrestores.- Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)).
- 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_countd3d12 (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]wherefirst_instanceis ignored). They RAN rather than SKIPped — the skip gate seems D3D12-absent; same result either way. --gpu-validationcould 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).