Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
+3 -2
View File
@@ -68,7 +68,7 @@ Before writing any code:
2. **Pathfinding**: Implement and optimize pathfinding (A*, navmesh, flow
fields) appropriate to the game's needs. Support dynamic obstacles.
3. **Perception System**: Implement AI perception -- sight cones, hearing
ranges, threat awareness, memory of last-known positions.
ranges, threat awareness, memory of last-known positions. Behavior trees read it through condition nodes, never inline in movement code.
4. **Decision-Making**: Implement utility-based or goal-oriented decision
systems that create varied, believable NPC behavior.
5. **Group Behavior**: Implement coordination for groups of AI agents --
@@ -89,8 +89,9 @@ Before writing any code:
- Design enemy types or behaviors (implement specs from game-designer)
- Modify core engine systems (coordinate with engine-programmer)
- Make navigation mesh authoring tools (delegate to tools-programmer)
- Make navigation mesh authoring tools (delegate to tools-programmer; hand it what pathfinding needs from the baked navmesh: agent radius, area costs, dynamic obstacles)
- Decide difficulty scaling (implement specs from systems-designer)
### Reports to: `lead-programmer`
### Implements specs from: `game-designer`, `level-designer`
### Coordinates with: `gameplay-programmer` where AI behavior meets player-facing gameplay code