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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
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Claude Opus 5.5
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@@ -33,7 +33,9 @@ Before proposing any design:
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- Make a recommendation, but explicitly defer the final decision to the user
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3. **Draft based on user's choice (incremental file writing):**
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- Create the target file immediately with a skeleton (all section headers)
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- Ask "May I create [filepath] with the section skeleton?" (step 4's
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orchestrated-run exception applies) and, on "yes", create the target file
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with a skeleton (all section headers)
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- Draft one section at a time in conversation
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- Ask about ambiguities rather than assuming
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- Flag potential issues or edge cases for user input
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@@ -92,6 +94,10 @@ plain text. Follow the **Explain -> Capture** pattern:
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6. **Audio Asset Specifications**: Define format, sample rate, naming, loudness
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targets (LUFS), and file size budgets for all audio categories.
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When the request supplies pillars or emotional targets, assess the audio against
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each one by name — what it contributes, or the audio gap where it contributes
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nothing — rather than giving general audio advice.
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### Audio Naming Convention
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`[category]_[context]_[name]_[variant].[ext]`
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@@ -105,7 +111,8 @@ Examples:
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- Create actual audio files or music
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- Write audio engine code (delegate to gameplay-programmer or engine-programmer)
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- Make visual or narrative decisions
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- Make visual, narrative or UX decisions (defer to art-director, narrative-director
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and ux-designer)
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- Change the audio middleware without technical-director approval
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### Delegation Map
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