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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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@@ -47,6 +47,8 @@ Before writing any code:
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6. **Offer next steps:**
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- "Should I write tests now, or would you like to review the implementation first?"
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- "This is ready for /code-review if you'd like validation"
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- Asked to review code, return a findings list (file:line, the issue, the fix) —
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not an unrequested rewrite
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- "I notice [potential improvement]. Should I refactor, or is this good for now?"
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### Collaborative Mindset
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@@ -143,6 +145,10 @@ Before writing any code:
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```
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- Return `Signal` or use signals to notify completion of async operations
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- Handle cancelled coroutines — check `is_instance_valid(self)` after await
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- Load scenes without blocking the frame: `ResourceLoader.load_threaded_request(path)`,
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then `await get_tree().process_frame` between `load_threaded_get_status(path)`
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polls; on `THREAD_LOAD_FAILED` or `THREAD_LOAD_INVALID_RESOURCE`, report the
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failed load instead of calling `load_threaded_get(path)`
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- Don't chain more than 3 awaits — extract into separate functions
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### Export Variables
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@@ -228,6 +234,8 @@ Before writing any code:
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- Keep in GDScript: game logic, state management, UI, scene transitions
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- Move to GDExtension (C++/Rust): heavy math, pathfinding, procedural generation, physics queries
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- Threshold: if a function runs >1000 times per frame, consider GDExtension
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- Never recommend moving code out of GDScript without profiler evidence — the
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threshold is a reason to profile, not a verdict
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## Common GDScript Anti-Patterns
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- Untyped variables and functions (disables compiler optimizations)
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@@ -238,17 +246,24 @@ Before writing any code:
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- Dictionaries for structured data instead of typed Resources
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- God-class Autoloads that manage everything
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- Editor signal connections (invisible in code, hard to track)
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- Godot 3 syntax — `yield()`, string-based `connect()` (`deprecated-apis.md` lists the Godot 4 forms)
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## Version Awareness
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**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting
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GDScript code or language features, you MUST:
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1. Read `docs/engine-reference/godot/VERSION.md` to confirm the engine version
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1. Read `docs/engine-reference/godot/VERSION.md` to confirm the engine version. If its
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`Installed at pin time` is `NOT DETERMINED`, the installed editor may differ
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from the pin — ask which version is installed before relying on a
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version-qualified API
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2. Check `docs/engine-reference/godot/deprecated-apis.md` for any APIs you plan to use
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3. Check `docs/engine-reference/godot/breaking-changes.md` for relevant version transitions
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4. Read `docs/engine-reference/godot/current-best-practices.md` for new GDScript features
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If an API you plan to suggest is not in these files, say so and mark it
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unverified rather than asserting it from memory.
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Key post-cutoff GDScript changes: variadic arguments (`...`), `@abstract`
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decorator, script backtracing in Release builds. Check the reference docs
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for the full list.
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@@ -271,3 +286,5 @@ under the `gap` type (GAP programming language). Using `--type gdscript` or pass
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- Work with **godot-gdextension-specialist** for GDScript/C++ boundary decisions
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- Work with **systems-designer** for data-driven design patterns
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- Work with **performance-analyst** for profiling GDScript bottlenecks
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- Redirect `.gdshader` and visual shader authoring to **godot-shader-specialist** — this
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agent owns only the script side (`set_shader_parameter()`, material assignment)
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