Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
41 lines
3.9 KiB
Markdown
41 lines
3.9 KiB
Markdown
# 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** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) |
|
|
| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — one commit behind macos-arm64 (pin is 4fde0e94d, rebuild pending): screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
|
|
|
|
Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. The game pins `4.7.2@4fde0e94d` (its `tree_wind.gdshader` uses the new built-in), so Windows is locked out until Forge rebuilds 4fde0e94 (`.agents/handoffs/forge-windows-g2-4fde0e94.md`). Windows is engine `9dcc5d45`: Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 22 passed, 2 failed — the 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). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) 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`.
|