Add v0.5.0: CCGS Skill Testing Framework, skill-improve, 4 new skills, director gate path fixes

- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs,
  49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md
- Add /skill-improve: test-fix-retest loop covering static + category checks
- Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit
- Add /skill-test category mode (Phase 2D) with quality rubric evaluation
- Extend /skill-test audit to cover agent specs alongside skill specs
- Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/
- Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework)
- Add director gate intensity modes (full/lean/solo) to gate-check and related skills

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-04-06 17:42:32 +10:00
parent 8ba9e736a5
commit a73ff759c9
192 changed files with 21953 additions and 1158 deletions

View File

@@ -4,7 +4,6 @@ description: "Performs an architectural and quality code review on a specified f
argument-hint: "[path-to-file-or-directory]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash, Task
context: fork
agent: lead-programmer
---
@@ -82,9 +81,13 @@ Identify the system category (engine, gameplay, AI, networking, UI, tools) and e
---
## Phase 7: Engine Specialist Review
## Phase 7: Specialist Reviews (Parallel)
If an engine is configured, spawn engine specialists via Task in parallel with the review above. Determine which specialist applies to each file:
Spawn all applicable specialists simultaneously via Task — do not wait for one before starting the next.
### Engine Specialists
If an engine is configured, determine which specialist applies to each file and spawn in parallel:
- Primary language files (`.gd`, `.cs`, `.cpp`) → Language/Code Specialist
- Shader files (`.gdshader`, `.hlsl`, shader graph) → Shader Specialist
@@ -93,7 +96,23 @@ If an engine is configured, spawn engine specialists via Task in parallel with t
Also spawn the **Primary Specialist** for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks).
Collect findings and include them under `### Engine Specialist Findings`.
### QA Testability Review
For Logic and Integration stories, also spawn `qa-tester` via Task in parallel with the engine specialists. Pass:
- The implementation files being reviewed
- The story's `## QA Test Cases` section (the pre-written test specs from qa-lead)
- The story's `## Acceptance Criteria`
Ask the qa-tester to evaluate:
- [ ] Are all test hooks and interfaces exposed (not hidden behind private/internal access)?
- [ ] Do the QA test cases from the story's `## QA Test Cases` section map to testable code paths?
- [ ] Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)?
- [ ] Does the implementation introduce any new edge cases not covered by the existing QA test cases?
- [ ] Are there any observable side effects that should have a test but don't?
For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in `## QA Test Cases` are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?"
Collect all specialist findings before producing output.
---
@@ -105,6 +124,10 @@ Collect findings and include them under `### Engine Specialist Findings`.
### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND]
[Findings from engine specialist(s), or "No engine configured." if skipped]
### Testability: [N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING]
[qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
[If BLOCKING: implementation must expose [X] before tests in ## QA Test Cases can run]
### ADR Compliance: [NO ADRS FOUND / COMPLIANT / DRIFT / VIOLATION]
[List each ADR checked, result, and any deviations with severity]