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builds/manifest.json
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{
"_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, 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": "4.7.2.stable.mono.custom_build.d49400463",
"engine_repo": "tinqs/engine",
"engine_commit": "d4940046",
"sha256": "4fafb8bd62e1448fadd0a41ac4a938ba7b9050c1d7b6f1219fd7c13b48bdee50",
"target": "editor",
"built_on": "2026-10-19",
"built_by": "Ozan/Kraken via Claude (parallel replay command-pool reset)",
"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
"note": "Mac. Engine d4940046 = a967d12b + each parallel-replay secondary command pool is reset at the frame's graph begin (fixes VUID-vkBeginCommandBuffer-commandBuffer-00050 seen on NVIDIA with validation; Vulkan only, no effect on Metal). GodotSharp regenerated (with Tools/), API unchanged. Oracle tests/gpu_oracle/parallel_draw_replay Vulkan/MoltenVK 10/10; game hosts a world on Metal, 0 wrapper errors. Windows at a967d12bf; the game pin moves to d4940046 once Forge publishes windows-x64 at it with the oracle clean under --gpu-validation."
},
"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",
"version": "4.7.2.stable.mono.custom_build.d49400463",
"engine_repo": "tinqs/engine",
"engine_commit": "d49400463b",
"sha256": "4c3a52ecf3804a98e559d5f8a1d399d24573c14e34858d4030ba9ab06f35b6e8",
"sha256_console": "6bbb9732c8f6e1c9706d7d9248ac695956e426b0a14850fc46b589d3caec0aac",
"target": "editor",
"built_on": "2026-10-19",
"built_by": "Ozan/Forge via ZCode (VUID-00050 fix verification + publish)",
"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
"note": "Windows carries d49400463 — SAME hash as macos-arm64 (built at d49400463b): the a967d12bf pair (parallel draw-list replay + recording, both shipping ON in the game since f7ddc64a1; see the a967d12bf note in git history for the full stack) PLUS d49400463b — each parallel-replay secondary command pool resets at the frame's graph begin, fixing the VUID-vkBeginCommandBuffer-00050 (10x on NVIDIA with validation) that Forge's oracle run found on a967d12bf. FIX VERIFIED BEFORE PUBLISH (RTX 5080, Khronos validation layer loaded): parallel_draw_replay oracle vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (was 10/10 + 10x VUID-00050 on a967d12bf) — the Mac note's publish condition is met. GodotSharp regenerated from this binary — Api AND Tools, API unchanged. Headless game boot clean. In-game A/B + soak already recorded by the fps lane on a967d12bf (no fps regression 42->46-48, rGPU 8.1->6.8, soak stable, eye check PASS — ea90ea9a6); timing claims throttled-box-caveated per engine docs. Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
}
}
}