a2d763fc3b3277bdbc4c2b164cd2aeda175fc45b
Brings in the 4.6.4 build of the Tinqs engine fork: - New agent_skinned module: MultiSkinnedMeshInstance3D (data plane, pure-CPU, PackedFloat32Array, lazy ImageTexture) + MultiSkinnedInstance3D (renderer, ShaderMaterial with 4-bone linear-blend skinning shader, samples the data source's bone texture via gl_InstanceID). 21 doctest cases all pass. - Branding fixes: window titles (X11/Wayland), AppUserModelID (Windows), NSApp (macOS), TTS class, SDL window class, log tags (Android), proxy_tag + xdg_toplevel_icon (Wayland), HTML editor meta. Windows .ico/.manifest/.natvis/.rc all renamed godot_* -> tinqs_*. - Version 4.6.3 -> 4.6.4. Built on Kraken (macOS Apple Silicon). 134MB editor mono binary. Verify on consumer side: shasum -a 256 of the copied binary must match this manifest's sha256.
tinqs/builds
Build artifacts for the Tinqs stack — engine editor binaries and game exports.
Binaries are stored via Git LFS (see .gitattributes). Source lives in tinqs/engine,
tinqs/ariki-game, tinqs/ariki-sim. See manifest.json for what's here.
Long-term plan: CI (Gitea Actions) builds on push and publishes here / to S3 — see
docs/ai/plans/build-pipeline-architecture-2026-06-07.md.
Current contents
engine/macos-arm64/tinqs.macos.editor.arm64.mono— Godot 4.6.3 fork editor (mono), built on Kraken with Xcode 26.3.
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