Files
builds/manifest.json
T
ozan 29b5db9071 engine(macos-arm64): rebuild with Tinqs branding restored (logos/splash)
The 4.7 build now bakes in the Tinqs logos again (upstream rebase had reset them to
the Godot robot). New binary sha + version 4ba7b5b5b (engine 5727de0). GodotSharp
unchanged (logo-only rebuild — C# bindings identical), so only the binary is re-shipped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 03:05:41 +01:00

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JSON

{
"_install": "Use the update-engine skill (.agents/skills/update-engine) — it 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.stable.mono.custom_build.4ba7b5b5b",
"engine_repo": "tinqs/engine",
"engine_commit": "5727de0",
"sha256": "19cd60deb5bbeec463319e74706d348ccc325efe096a5f319554aa031e58cfe8",
"target": "editor",
"built_on": "2026-06-19",
"built_by": "Claude (4.7 native-module fix — Godot 4.7-stable + Tinqs branding + 10 agent modules + Terrain3D & agent_skinned as NATIVE engine modules)",
"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": "Terrain3D is now a NATIVE ENGINE MODULE (no separate GDExtension .framework). 4.7 C#-bindability fixes: Terrain3D::set_plugin EditorPlugin*->Object*, Terrain3DAssetResource registered abstract, dropped redundant Terrain3DRegion::duplicate bind — so GodotSharp glue generates wrappers for all module classes. GodotSharp shipped here alongside the binary (matched pair: a stale GodotSharp -> 'Wrapper class not found for Terrain3D'). REBUILT 2026-06-19 to restore Tinqs branding (the 4.7 upstream rebase had reset the logos to the Godot robot) — splash/app_icon/editor logos now the Viewport-Focus mark; see engine/brand/apply-branding.sh. Verified: terrain renders, animals GPU-driven, 0 wrapper errors. GodotSharp folder is UNCHANGED from the prior push (logo-only rebuild doesn't touch C# bindings).",
"version_hash_note": "engine main = 5727de0 (branding) on top of the 4.7 snapshot; binary --version prints 4.7.stable.mono.custom_build.4ba7b5b5b"
},
"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 (NOT YET SHIPPED — see .agents/handoffs/forge-windows-4.7.md)",
"version": "4.6.5.stable.mono.custom_build.420e74bf8",
"engine_repo": "tinqs/engine",
"engine_commit": "420e74bf8e",
"sha256": "bfb66aa9a945afb8e44d0ea1f184b4e2a2c90a435e43c37b009bcf1c615576b2",
"sha256_console": "b64fc96acdd86edde311c8b1eccb83313870e8c47c7c592f3ff8deee372f2f8c",
"target": "editor",
"built_on": "2026-06-16",
"built_by": "Forge (Ozan's Windows box — local build)",
"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, mono glue + GodotSharp assemblies",
"note": "⚠️ STILL 4.6.5 — NOT the 4.7 native-module engine. Windows 4.7 build (with Terrain3D as a module + regenerated GodotSharp shipped alongside) is PENDING from Forge. See .agents/handoffs/forge-windows-4.7.md. Until then, Windows teammates stay on 4.6.5 + the GDExtension terrain."
}
}
}