3.5 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 (d88e0a05) — GPU-driven MultiMesh culling Stage A+B + real Metal GPU timestamps, on top of the shadow diet (tile budget, size cull, inverted contract), get_video_adapter_memory(), device-lost diagnostics |
built-in module | ✅ yes (GodotSharp/) |
engine/windows-x64/ |
4.7.2 (b1bc0aef) — upstream bugfixes + static shadow cache (no memory query yet) |
built-in module | ✅ yes (GodotSharp/) |
Mac is engine d88e0a05 as of 2026-10-05 (--version prints 4.7.2.stable.mono.custom_build.d88e0a051): everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, multimesh_set_gpu_cull) and Stage B (per-instance GPU LOD bands, multimesh_set_gpu_lods), real Metal GPU timestamps (renderGpuMs), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is b1bc0aef (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin required_engine_build before that. Windows is b1bc0aef (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check manifest.json for sha256. The 4.7 Windows cutover handoff is resolved: .agents/handoffs/forge-windows-4.7.md.
Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
docs/ai/plans/build-pipeline-architecture-2026-06-07.md.