4.2 KiB
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.
Hand it to your agent; it tinqs pulls 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 founddialog pointing atengine/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 (d4940046) — a967d12b (parallel draw-list replay + recording) plus the parallel-replay command-pool reset (VUID-00050 fix) |
built-in module | ✅ yes (GodotSharp/) |
engine/windows-x64/ |
4.7.2 (d49400463) — same hash as macos-arm64: parallel draw-list replay + recording (game ships both ON) plus the VUID-00050 pool-reset fix, verified 10/10 oracle with zero VUIDs before publish; template_release here is still the 1e7be28b tree |
built-in module | ✅ yes (GodotSharp/) |
Mac is engine d4940046 as of 2026-10-19 (--version 4.7.2.stable.mono.custom_build.d49400463): a967d12b plus a per-frame reset of the parallel-replay secondary command pools (fixes VUID-vkBeginCommandBuffer-00050). a967d12b is e64890fd plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle parallel_draw_replay Vulkan 10/10, Metal 5/5 (engine/.agents/wiki/parallel-draw-replay.md). Windows is also engine d49400463 as of 2026-10-19 — Forge verified the fix before publishing: replay+record oracle Vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (on a967d12bf the same run had 10× VUID-00050 — the finding that produced this fix). The parallel features' Windows story: the fps lane's in-game A/B on a967d12bf recorded no fps regression (42→46-48), rGPU down 8.1→6.8 ms, 10-min soak stable, eye check PASS, and the game ships both ON (f7ddc64a1); timing claims carry the throttled-box caveat from the engine wiki. Earlier Windows oracle work on a967d12bf: draw_indirect_count d3d12 with debug layer 22/0 + expected SKIP line; multimesh_cull_pool d3d12 4524/4524 (parity with Mac, pooled-cull gate met). Vulkan SDK + Graphics Tools are installed on Forge. Still owed: a --gpu-validation in-game soak on d49400463, tests=yes unit suites, crash checklist. Underneath: e64890fd (Apple autorelease-drain + G4 census) on 4fde0e94 (G2 pooled cull, fixed shadow band, STATIC_SHADOW_AT_REST) on the 9dcc5d458 pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, draw_list_draw_indirect_count).
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
docs/ai/plans/build-pipeline-architecture-2026-06-07.md.