d895a18537a885d7fd74ef96262a47b8024e0564
Windows editor binary rebuilt from engine HEAD 64fb5cc3ae: - agent_skinned module (GPU instanced skinned mesh) - godot→tinqs branding rename complete - 4.6.4 version bump - D3D12 SDK support - MSVC BuildTools 2022, SCons, mono glue, GodotSharp assemblies SHA256 (editor): 601ec583007e122fe4f86570c5f8bfbb SHA256 (console): 353e7a3ac365697820ca971d71b364b Co-Authored-By: DeepSeek V4 Pro <noreply@deepseek.com>
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.
Description
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