Files
builds/.agents/skills/update-engine/SKILL.md
T

4.8 KiB


name: update-engine description: Update this machine to the current Tinqs engine so ariki-game runs. Pulls the ariki-game game repo AND the builds repo, then installs the prebuilt engine (binary + GodotSharp C# bindings) into ../engine/bin. Use when an engine update is announced, when setting up a new machine, or when the game shows ".NET assemblies not found" or "Wrapper class not found for type: Terrain3D" (terrain is water / animals don't animate). Covers macOS (arm64) and Windows (x64).

Update this machine to the current Tinqs engine

Run this and your machine ends up current: game repo pulled + engine installed + verified. Only Ozan edits the engine source. Everyone else installs the prebuilt engine from the builds repo into ../engine/bin/, which is where ariki-game looks for it.

TL;DR for an agent

  1. tinqs pull the ariki-game repo (latest game code) and the builds repo (latest engine).
  2. Copy the platform binary + its GodotSharp from builds/engine/<platform>/ into ../engine/bin/.
  3. rm -rf ariki-game/.godot/mono, then game.sh run to verify.

Detail below.

⚠️ Read this first — binary + GodotSharp are a MATCHED PAIR

The engine binary and its GodotSharp/ folder (Godot's C# bindings) are both generated from the same engine source and must be installed together. The binary does not regenerate GodotSharp — it must sit next to the binary on disk. Mismatch symptoms:

Symptom Cause
.NET assemblies not found dialog (looks for engine/bin/GodotSharp/Api/Debug) no GodotSharp present
Wrapper class not found for type: Terrain3D / MultiSkinnedMeshInstance3D — terrain renders as water, animals don't animate stale GodotSharp from an older engine that predates the built-in Terrain3D / agent_skinned modules

So: always replace GodotSharp wholesale when you take a new binary, and clear the game's C# cache so it rebuilds against the new bindings.

Assumed layout

tinqs-ltd/
  ariki-game/    ← the game  (looks for ../engine/bin/…)
  engine/bin/    ← install target: binary + GodotSharp live here
  builds/        ← this repo (prebuilt engine)

Adjust paths below if your checkout differs.

1. Pull the game repo + the builds repo

cd <…>/ariki-game && tinqs pull   # latest game code (4.7 cutover etc.)
cd <…>/builds     && tinqs pull   # latest engine binary + GodotSharp (LFS)

Never git pulltinqs handles LFS + auth. If a repo is missing, clone first: tinqs clone tinqs/ariki-game / tinqs clone tinqs/builds (and tinqs/ariki-sim if you run the sim). Check builds/manifest.json for the current version/commit per platform.

2a. Install — macOS (arm64)

BUILDS="<…>/builds"; ENGINE="<…>/engine/bin"; GAME="<…>/ariki-game"
mkdir -p "$ENGINE"
# 1) binary
cp "$BUILDS/engine/macos-arm64/tinqs.macos.editor.arm64.mono" "$ENGINE/"
chmod +x "$ENGINE/tinqs.macos.editor.arm64.mono"
# 2) GodotSharp — REPLACE wholesale (matched pair)
rm -rf "$ENGINE/GodotSharp"
cp -R "$BUILDS/engine/macos-arm64/GodotSharp" "$ENGINE/GodotSharp"
# 3) clear the game's stale C# cache
rm -rf "$GAME/.godot/mono"

2b. Install — Windows (x64), PowerShell

$builds="<…>\builds"; $engine="<…>\engine\bin"; $game="<…>\ariki-game"
New-Item -ItemType Directory -Force -Path $engine | Out-Null
# 1) binaries
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.exe" $engine -Force
Copy-Item "$builds\engine\windows-x64\tinqs.windows.editor.x86_64.mono.console.exe" $engine -Force
# 2) GodotSharp — REPLACE wholesale (matched pair)
Remove-Item -Recurse -Force "$engine\GodotSharp" -ErrorAction SilentlyContinue
Copy-Item -Recurse "$builds\engine\windows-x64\GodotSharp" "$engine\GodotSharp"
# 3) clear the game's stale C# cache
Remove-Item -Recurse -Force "$game\.godot\mono" -ErrorAction SilentlyContinue

3. Verify

"$ENGINE/tinqs.macos.editor.arm64.mono" --version          # matches manifest.json
ls "$ENGINE/GodotSharp/Api/Debug/GodotSharp.dll"            # MUST exist

Then run the game (cd ariki-game && bash tools/game.sh run). Healthy = terrain renders, animals animate, log shows 0 Wrapper class not found and no .NET assemblies not found dialog.

Notes

  • GodotSharp must be present in this repo for the copy to work. If builds/engine/<platform>/GodotSharp is missing, the build owner needs to add it (it ships with the binary — see manifest.json).
  • Don't mix a new binary with an old GodotSharp. Always replace both, together.
  • Terrain3D and the skinned-animation classes are built into the engine binary now (no separate addons/terrain_3d GDExtension .framework). If you still have addons/terrain_3d/terrain.gdextension or the macOS .framework, remove them — they conflict with the built-in module.