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builds/manifest.json
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{
"_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.d49400463",
"engine_repo": "tinqs/engine",
"engine_commit": "d4940046",
"sha256": "4fafb8bd62e1448fadd0a41ac4a938ba7b9050c1d7b6f1219fd7c13b48bdee50",
"target": "editor",
"built_on": "2026-10-19",
"built_by": "Ozan/Kraken via Claude (parallel replay command-pool reset)",
"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 d4940046 = a967d12b + each parallel-replay secondary command pool is reset at the frame's graph begin (fixes VUID-vkBeginCommandBuffer-commandBuffer-00050 seen on NVIDIA with validation; Vulkan only, no effect on Metal). GodotSharp regenerated (with Tools/), API unchanged. Oracle tests/gpu_oracle/parallel_draw_replay Vulkan/MoltenVK 10/10; game hosts a world on Metal, 0 wrapper errors. Windows at a967d12bf; the game pin moves to d4940046 once Forge publishes windows-x64 at it with the oracle clean under --gpu-validation."
},
"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 \u2014 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 \u2014 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 \u2014 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) \u2014 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 \u2014 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 \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
}
}
}