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 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.

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Build artifacts (engine editor binaries, exports). Binaries via LFS/releases.
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