3.4 KiB
Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5)
Mac engine/macos-arm64 is engine 0ec39c95 (2026-10-17). Windows is still 1e7be28b1. The game pins 4.7.2
without a hash until Windows carries the same commit; then pin 4.7.2@0ec39c95 in ariki-game project.godot.
Build
tinqs pull the engine, then the windows-x64 manifest flags (MSVC, platform=windows target=editor module_mono_enabled=yes), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here
with sha256s, note in manifest.json.
New and NOT yet compiled on Windows (no toolchain on the Mac)
platform/windows/crash_report_windows.{h,cpp},crash_handler_windows_seh.cpp/_signal.cpp(MiniDumpWriteDump, pre-started writer thread, unhandled-exception filter),os_windows_stack_sampling.cpp(freeze watchdog stack walk), dbghelp/psapi linked in every target (detect.py,SCsub).drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}: GetDeviceRemovedReason + DRED on device removal.- Verification checklist: engine
.agents/wiki/crash-freeze-and-error-reporting.md(8 steps: main-thread crash, worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR viadxcap -forcetdr --gpu-breadcrumbs,--disable-crash-handlerwrites nothing, release template build links dbghelp).
Bench after the build (the pacer box)
ariki-game .agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md and render-thread-diet-2026-10-17.md:
run the Jungle/Main stands with --gpu-profile; the RENDER CPU PROFILE block now prints _draw wall and
end_frame (graph replay + submit) — the split of the 12.6 ms render-thread floor that Phase 0 asked for.
Next: both platforms to 7fb81364 (crash-report review fixes)
Engine main is 7fb81364 (a040761b + 7fb81364 on top of 0ec39c95): freeze-report note/context read under a lock,
debugger pauses never count as stall time, macOS sidecar thread_id, one first-wins atomic claims a Windows crash.
No API change — GodotSharp is unchanged. Mac has built 7fb81364 (Kraken, 4.7.2.stable.mono.custom_build.7fb81364b)
but does NOT publish it yet: the game pins 4.7.2@0ec39c954, so a lone Mac publish would lock every Mac out.
Windows (Forge):
- Build
7fb81364with the manifest flags. The Windows files changed here were NOT compiled on the Mac:platform/windows/crash_handler_windows_seh.cpp,platform/windows/crash_report_windows.{h,cpp}— if they fail, write the error here. - If you have a
tests=yesbuild:--test --test-case="*CrashReport*,*FreezeDetector*,*FreezeWatchdog*,*AgentLog*". - Publish windows-x64
7fb81364, then tell Kraken: Mac publishes its7fb81364binary and the pin moves to4.7.2@7fb81364bin the same game push.
2026-10-17 Windows side done (Forge/ZCode)
Windows published 7fb81364 (builds 871000b): both crash files compiled clean, editor target only,
GodotSharp regenerated from the binary (byte-identical bindings, as expected — no API change).
No tests=yes build on this box, so the *CrashReport*/*FreezeDetector*/*FreezeWatchdog*/*AgentLog*
test cases did NOT run here — still owed. Headless game boot on the new binary: clean, 0 binding errors.
Game pin is version-only 4.7.2 as of ariki-game main — Kraken: publish your 7fb81364 binary, then
flip the pin to 4.7.2@7fb81364b in the same game push (both platforms will carry it).