Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DMYMsxo9dDeCWCPiVH95z2
36 lines
3.4 KiB
JSON
36 lines
3.4 KiB
JSON
{
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"_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) — 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.",
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"engine": {
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.615e852fc",
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"engine_repo": "tinqs/engine",
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"engine_commit": "615e852f",
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"sha256": "b14c3970469912eab2f56e571872987293dcc62ab6ce7df5a59f71cebc322bb2",
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"target": "editor",
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"built_on": "2026-10-05",
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"built_by": "Ozan/Kraken via Claude (GPU culling Stage B2 band skip on top of d88e0a05)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"note": "Mac only. Engine HEAD 615e852f = code c76f2ecc (docs commits on top): everything d88e0a05 had (GPU-driven MultiMesh culling Stage A+B, Metal GPU timestamps, shadow diet, device-lost diagnostics, video adapter memory) plus Stage B2 — CPU band skip for gpu-culled MultiMeshes (only the LOD bands a MultiMesh's camera-distance range can fill are submitted; shadow passes only the shadow-mask bands; fixes the x4.7 draw explosion of gpucull veg on). No new bindings; GodotSharp regenerated from this binary (MultimeshSetGpuLods present). Smoke on Kraken: 0 wrapper errors, large + huge village staged, 38 fps at the hearth with the static cache off. Game side: static shadow cache now defaults OFF on Apple silicon (game 94ed7d415). windows-x64 untouched (still b1bc0aef) - Forge rebuilds from main (handover: ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md), then pin."
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},
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
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"godotsharp": "engine/windows-x64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.b1bc0aefce",
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"engine_repo": "tinqs/engine",
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"engine_commit": "b1bc0aef",
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"sha256": "b4fb7833539c026c4d17076a45d56c53d3f671669570cb744b7e8859c21f2789",
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"sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f",
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"target": "editor",
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"built_on": "2026-09-28",
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"built_by": "Kraken driver (Ozan's Windows box)",
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"toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit flags, mono glue + GodotSharp assemblies",
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"scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes",
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"note": "Engine b1bc0aef = 4.7.2 + directional static shadow cache (world-anchored static atlas + live cascades, min() in shader) + stepped shadow sun two-set crossfade (4caca443, 76bc5884). GodotSharp REGENERATED from this build (glue verified: Terrain3D present) - install binary + GodotSharp together via the update-engine skill. Local test on kraken: boots, assemblies load, zero wrapper errors, world ticks. Terrain3D + agent_skinned remain native modules."
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}
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}
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}
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