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Release 1.1.1 — skills and agents work again outside auto mode (#129)
The skill config line is now one plain command, pre-approved in each skill's own allowed-tools. The 1.1.0 line failed Claude Code's injected-command permission check as "Contains expansion", so outside auto mode 66 skills aborted and game-designer / creative-director could not launch. Fixes #128 Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -8,6 +8,34 @@ existing project on the older config files.
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## [1.1.1] — 2026-09-24
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**Skills and agents work again outside auto mode.** A fix release for
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[#128](https://github.com/Donchitos/Claude-Code-Game-Studios/issues/128).
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### Fixed
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- **Skills no longer abort before they start.** In 1.1.0, every skill that reads
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your config began with a shell command Claude Code refuses to run unless it is
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explicitly approved. In the permission mode CCGS ships with (`default`), 66 of
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the 74 skills stopped before doing anything, from any subdirectory of your
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project, and whenever Claude invoked a skill on its own — in auto mode too.
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Each skill now runs the config lookup as one plain command and pre-approves
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exactly that command in its own frontmatter. Nothing else is approved.
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- **`game-designer` and `creative-director` launch again.** Both preload skills,
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so the aborting command stopped them at startup with `Shell command permission
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check failed … Contains expansion`. They keep their preloaded skills and still
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have no shell access.
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- **Config is found from any folder.** Starting Claude Code inside `src/` or
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`design/` now reads the project's `project.yaml`, not nothing.
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- **`/changelog` works in a repository with no commits yet.**
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Checked on Claude Code 2.1.277 and 2.1.281, in every permission mode, from the
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project root and from subdirectories. See `.claude/docs/config-resolution.md`
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for the form every skill's config line must take, if you write your own.
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---
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## [1.1.0] — 2026-09-23
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**One config file, and a process weight you choose — one you can see and adjust,
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