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fix(web): roll back to Godot 4.7.0 — 4.7.1 breaks WebGL text rendering - #13

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rtkelly13 merged 1 commit into
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fix/rollback-godot-4.7.0
Aug 1, 2026
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fix(web): roll back to Godot 4.7.0 — 4.7.1 breaks WebGL text rendering#13
rtkelly13 merged 1 commit into
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fix/rollback-godot-4.7.0

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Fixes the garbled-text regression on maze.ryankelly.dev.

Root cause (bisected via preview-maze.ryankelly.dev, see #12): the Godot 4.7.0 → 4.7.1 toolchain bump in #8. The 4.7.1 web export floods the console with texImage2D: ArrayBufferView not big enough / bufferData: srcOffset + length too large WebGL errors, corrupting the font atlas so all UI text renders as boxes. Rebuilding 038e196 (4.7.0, Emscripten 6.0.0) renders cleanly with zero WebGL errors — confirmed by headless-Chromium screenshot.

Rolls GODOT_FORK_TAG, GODOT_TEMPLATE_VERSION, and Godot.NET.Sdk back together (drift guard). The 4.7-stable checksum was kept in editor-checksums.txt by design, so no checksum change needed.

Merging deploys to production. Follow-ups worth tracking separately:

  • Report/check the upstream 4.7.1 web-export issue before re-upgrading
  • Extend the smoke test with a visual check — it passed on a build whose entire UI was illegible

🤖 Generated with Claude Code

…t rendering

The 4.7.1 web export (from #8) ships with corrupted texture uploads:
every texImage2D/bufferData call errors ('ArrayBufferView not big
enough' / 'srcOffset + length too large'), leaving all UI text as
garbled boxes on maze.ryankelly.dev. Bisected via
preview-maze.ryankelly.dev: the 4.7.0 build of 038e196 renders
cleanly with zero WebGL errors.

Rolls GODOT_FORK_TAG, GODOT_TEMPLATE_VERSION and Godot.NET.Sdk back
together per the drift guard. The 4.7-stable checksum entry was
retained in editor-checksums.txt by design.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
@rtkelly13
rtkelly13 merged commit 223da87 into main Aug 1, 2026
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@rtkelly13
rtkelly13 deleted the fix/rollback-godot-4.7.0 branch August 1, 2026 19:57
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