Files
builds/README.md
T
uygarandClaude Opus 5.5 e03921bc5f engine(windows-x64): publish 2caca361 — b1bc0aef + get_video_adapter_memory
Windows editor built from tinqs/engine 2caca361 on UyGar's machine (2026-10-03),
the build ariki-game's settings/hardware lane has been running on. --version
prints 4.7.2.stable.mono.custom_build.2caca3619; d3d12, angle and accesskit
confirmed present in the binary.

GodotSharp regenerated from this binary (glue has Terrain3D +
GetVideoAdapterMemory) and replaced wholesale: nupkgs are 4.7.2 only (the game
pins Godot.NET.Sdk/4.7.2), and the stray nested GodotSharp/GodotSharp copy is
gone (the Mac layout never had it).

Not included: the 2026-10-05 round (shadow pass diet, staggered/fit cascades,
shadow_lod_bias, GPU MultiMesh cull Stage A/B). ariki-game guards each of those
(HasMethod checks, ProjectSettings no-ops), so the game runs; those knobs just
do nothing on Windows until a build from main.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 17:11:41 +03:00

3.0 KiB

tinqs/builds

Build artifacts for the Tinqs stack — engine editor binaries (+ their GodotSharp C# bindings). Binaries and GodotSharp are stored via Git LFS (see .gitattributes). Source lives in tinqs/engine, tinqs/ariki-game, tinqs/ariki-sim. See manifest.json for exact versions.

Use tinqs pull / tinqs push, never raw git — these are LFS-heavy.

Installing / updating the engine

Don't copy files by hand — run the update-engine skill (it lives in the game repo, which everyone has): tinqs.com/tinqs/ariki-game · .agents/skills/update-engine. Hand it to your agent; it tinqs pulls ariki-game + builds, installs the binary + GodotSharp into ../engine/bin/, wipes stale caches, and verifies. Covers macOS + Windows.

⚠️ The one rule: binary + GodotSharp are a MATCHED PAIR

Each engine binary ships with a GodotSharp/ folder (Godot's C# bindings) generated from that exact engine build. You must install them together and replace any old GodotSharp.

  • The engine does NOT regenerate GodotSharp at runtime. If it's missing you get a .NET assemblies not found dialog pointing at engine/bin/GodotSharp/Api/Debug.
  • A stale GodotSharp (from an older engine) against a newer binary throws Wrapper class not found for type: Terrain3D → terrain renders as water, animals don't animate.

This matters now because Terrain3D and agent_skinned are native engine modules (no separate addons/terrain_3d GDExtension .framework). Built-in module classes need their wrappers baked into GodotSharp, so GodotSharp had to be regenerated — and must ship here alongside the binary.

Current contents

Platform Engine Terrain3D GodotSharp shipped?
engine/macos-arm64/ 4.7.2 (51ed21d5) — static shadow cache + tile budget + live caster size cull + inverted contract switch, get_video_adapter_memory(), device-lost diagnostics built-in module ✅ yes (GodotSharp/)
engine/windows-x64/ 4.7.2 (2caca361) — upstream bugfixes + static shadow cache + video adapter memory query built-in module ✅ yes (GodotSharp/)

Mac is engine 51ed21d5 as of 2026-10-05 (--version prints 4.7.2.stable.mono.custom_build.51ed21d5d): 4.7.2 + static shadow cache (tile budget, live caster screen-size cull, inverted-contract switch) + the video adapter memory query + GPU device-lost diagnostics (engine wiki shadow-pass-diet-2026-10-05.md, gpu-device-lost-diagnostics.md). Windows is 2caca361 (2026-10-03, built by UyGar: b1bc0aef + the video adapter memory query; no 2026-10-05 round yet) until Forge rebuilds from main. The engine source repo stays private. Check manifest.json for sha256. The 4.7 Windows cutover handoff is resolved: .agents/handoffs/forge-windows-4.7.md.

Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — docs/ai/plans/build-pipeline-architecture-2026-06-07.md.