Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m
2.9 KiB
Forge (Windows) — rebuild engine main at 9dcc5d45 (SSCS + hero combine + shadow fixes + indirect count)
Mac engine/macos-arm64 is engine 9dcc5d45 (2026-10-18, 4.7.2.stable.mono.custom_build.9dcc5d458). Windows is
still 7fb81364b. The game already pins 4.7.2@9dcc5d458 (owner's call: publish Mac-only), so every Windows
engine is refused with the mismatch dialog until this is published. TINQS_ENGINE_SKIP_CHECK=1 runs the old engine
meanwhile, but the sun then shows shadow acne (the game's sun bias 0.014 expects the #124348 bias fix).
Build
tinqs pull the engine (main is 91b11b70 = 9dcc5d45 + docs only), build with the windows-x64 manifest flags
(platform=windows target=editor module_mono_enabled=yes -j32). The --version hash will read 91b11b70… unless
you git checkout 9dcc5d45 first; either is fine (docs-only difference) — record what you built in the manifest.
Regenerate GodotSharp from that binary: --generate-mono-glue modules/mono/glue, then build_assemblies.py --godot-output-dir=bin --godot-platform=windows. Publish the WHOLE bin/GodotSharp (Api/ AND Tools/;
Tools/ is always written to bin/GodotSharp/Tools, a scratch output dir has no Tools/ and the editor --import
then fails with "Dependency resolution failed for GodotTools.dll").
New since 7fb81364 (none of it compiled on Windows yet)
298bc2a6RenderingDevice.draw_list_draw_indirect_count: D3D12 native path (drivers/d3d12/rendering_device_driver_d3d12.cpp).2ce4f359screen-space contact shadows for directional lights (compute shaderscreen_space_contact_shadows.glsl, binding 39 in the Forward+ scene shader,DirectionalLightData::sscs_indexat byte 64).bb1f12e4tight directional caster culling on each cascade's real frustum (upstream #121775).5df5c8dfhero shadow min-combine (RenderingServer.instance_light_directional_set_hero_shadow_spot).9dcc5d45depth bias =MAX(shadow_blur, 1)scale (upstream #124348).
Checks
- Oracle:
bash tests/gpu_oracle/draw_indirect_count/run.sh <tinqs.windows.editor.x86_64.mono.exe> d3d12from Git Bash. ExpectORACLE: 22 passed, 0 failed, aSKIP base-instanceline, exit 0 (engine wikidraw-indirect-count.md§ Windows checklist; Mac/Metal was 24/24). Also the Vulkan driver if the game runs Vulkan there:… run.sh <exe> vulkan. - Game in-world on the new pair (pin satisfied):
env herocombinestatus reportsmode combine (engine combine yes); the hero's spot shadow merges with the sun's.env contactshadow on→ contact shadows under feet/grass;--gpu-profileshowsSSCS Main/Process SSCS(Mac M1 Max ≈ 0.43 ms at the beach);env contactshadow length 0|2,blur 0change it live;offrestores.- Sun shadows: no acne stripes, feet keep contact on bright sand (bias 0.014 x MAX(0.35, 1)).
- Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push.