41 lines
3.6 KiB
Markdown
41 lines
3.6 KiB
Markdown
# tinqs/builds
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Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings).
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**Binaries and GodotSharp are stored via Git LFS** (see `.gitattributes`). Source lives in
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`tinqs/engine`, `tinqs/ariki-game`, `tinqs/ariki-sim`. See `manifest.json` for exact versions.
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> **Use `tinqs pull` / `tinqs push`, never raw git** — these are LFS-heavy.
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## Installing / updating the engine
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**Don't copy files by hand — run the `update-engine` skill (it lives in the game repo, which everyone has):**
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[tinqs.com/tinqs/ariki-game · .agents/skills/update-engine](https://tinqs.com/tinqs/ariki-game/src/branch/main/.agents/skills/update-engine/SKILL.md).
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Hand it to your agent; it `tinqs pull`s ariki-game + builds, installs the binary + GodotSharp into
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`../engine/bin/`, wipes stale caches, and verifies. Covers macOS + Windows.
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## ⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR
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Each engine binary ships with a `GodotSharp/` folder (Godot's C# bindings) **generated from that
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exact engine build**. You must install them **together** and replace any old `GodotSharp`.
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- The engine does **NOT** regenerate GodotSharp at runtime. If it's missing you get a
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**`.NET assemblies not found`** dialog pointing at `engine/bin/GodotSharp/Api/Debug`.
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- A **stale** GodotSharp (from an older engine) against a newer binary throws
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**`Wrapper class not found for type: Terrain3D`** → terrain renders as water, animals don't animate.
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This matters now because **Terrain3D and `agent_skinned` are native engine modules** (no separate
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`addons/terrain_3d` GDExtension `.framework`). Built-in module classes need their wrappers baked
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into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary.
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## Current contents
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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| `engine/macos-arm64/` | **4.7.2** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: 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/`) |
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Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — 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.
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Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
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`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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