fix(web): roll back to Godot 4.7.0 — 4.7.1 breaks WebGL text rendering - #13
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…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>
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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 largeWebGL errors, corrupting the font atlas so all UI text renders as boxes. Rebuilding038e196(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, andGodot.NET.Sdkback together (drift guard). The 4.7-stable checksum was kept ineditor-checksums.txtby design, so no checksum change needed.Merging deploys to production. Follow-ups worth tracking separately:
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