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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.0ec39c954",
"engine_repo": "tinqs/engine",
"engine_commit": "0ec39c95",
"sha256": "dcc7a6d183806d3a88d055c3d5c394f22d6b8e4f0750a897c99189b8f602707c",
"target": "editor",
"built_on": "2026-10-17",
"built_by": "Ozan/Kraken via Claude (GPU frame diet + R0 P5 crash/freeze reporting)",
"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 0ec39c95 on top of 1e7be28b: IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass: terrain pre-pass 2.5 -> 0.6 ms on M1 Max); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar, macOS JSON + backtrace), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic present). Smoke on Kraken: new API + AgentLog methods + shader built-in; the game ran the same commit (symbol build) in-world at 60-70 fps. windows-x64 is still 1e7be28b1 until Forge rebuilds from engine main (handoff forge-windows-gpu-diet-r0-p5.md); the game pins 4.7.2 (no hash) until both platforms carry 0ec39c95."
},
"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.1e7be28b1",
"engine_repo": "tinqs/engine",
"engine_commit": "1e7be28b1",
"sha256": "61e973e049762ccc1b1b7d4988b22f5ad1dfb2a1bd3db97bfb62668fc0086662",
"sha256_console": "3f5f1d12ff502dc66820faf5f1165dfc2d479258491225fb488cd8d2b3d5ab0e",
"target": "editor",
"built_on": "2026-10-05",
"built_by": "Ozan's Windows fps-lane agent (multimesh_cull A/B + Stage C HZB + parallel shadow-fill)",
"toolchain": "MSVC, SCons 4.10, module_mono_enabled=yes",
"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j16",
"note": "Stage C HZB + shadow-fill parallel fill + multimesh_cull A/B; RELINKED 2026-10-05 evening so the baked version string matches the commit (first publish had a stale d88e0a051 bake and fails the required_engine_build gate); template_release (same tree) and game export unchanged; .pck excluded (14.4 GB exceeds LFS)"
}
}
}