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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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@@ -88,6 +88,7 @@ Before writing any code:
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## Godot Shading Language Standards
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### Shader Organization
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- Godot does not take HLSL: materials are written in Godot's shading language (`.gdshader`). Asked for HLSL, say so and write the `.gdshader` equivalent
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- One shader per file — file name matches material purpose
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- Naming: `[type]_[category]_[name].gdshader`
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- `spatial_env_water.gdshader` (3D environment water)
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@@ -236,14 +237,22 @@ void fragment() {
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**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting
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shader code or rendering APIs, 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/breaking-changes.md` for rendering changes
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3. Read `docs/engine-reference/godot/modules/rendering.md` for current rendering state
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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 rendering changes: D3D12 default on Windows (4.6), glow
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processes before tonemapping (4.6), Shader Baker (4.5), SMAA 1x (4.5),
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stencil buffer (4.5), shader texture types changed from `Texture2D` to
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`Texture` (4.4). Check the reference docs for the full list.
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stencil buffer (4.5), and `Shader.set_default_texture_parameter()` /
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`get_default_texture_parameter()` taking and returning `Texture` instead of
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`Texture2D` (4.4; the shading language — `sampler2D`, `texture()` — did not
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change). Check the reference docs for the full list.
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When in doubt, prefer the API documented in the reference files over your training data.
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@@ -264,3 +273,4 @@ under the `gap` type (GAP programming language). Using `--type gdscript` or pass
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- Work with **performance-analyst** for GPU performance profiling
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- Work with **godot-gdscript-specialist** for shader parameter control from GDScript
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- Work with **godot-gdextension-specialist** for compute shader offloading
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- Redirect gameplay code requests to **gameplay-programmer**
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