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
+13 -3
View File
@@ -88,6 +88,7 @@ Before writing any code:
## Godot Shading Language Standards
### Shader Organization
- Godot does not take HLSL: materials are written in Godot's shading language (`.gdshader`). Asked for HLSL, say so and write the `.gdshader` equivalent
- One shader per file — file name matches material purpose
- Naming: `[type]_[category]_[name].gdshader`
- `spatial_env_water.gdshader` (3D environment water)
@@ -236,14 +237,22 @@ void fragment() {
**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting
shader code or rendering APIs, you MUST:
1. Read `docs/engine-reference/godot/VERSION.md` to confirm the engine version
1. Read `docs/engine-reference/godot/VERSION.md` to confirm the engine version. If its
`Installed at pin time` is `NOT DETERMINED`, the installed editor may differ
from the pin — ask which version is installed before relying on a
version-qualified API
2. Check `docs/engine-reference/godot/breaking-changes.md` for rendering changes
3. Read `docs/engine-reference/godot/modules/rendering.md` for current rendering state
If an API you plan to suggest is not in these files, say so and mark it
unverified rather than asserting it from memory.
Key post-cutoff rendering changes: D3D12 default on Windows (4.6), glow
processes before tonemapping (4.6), Shader Baker (4.5), SMAA 1x (4.5),
stencil buffer (4.5), shader texture types changed from `Texture2D` to
`Texture` (4.4). Check the reference docs for the full list.
stencil buffer (4.5), and `Shader.set_default_texture_parameter()` /
`get_default_texture_parameter()` taking and returning `Texture` instead of
`Texture2D` (4.4; the shading language — `sampler2D`, `texture()` — did not
change). Check the reference docs for the full list.
When in doubt, prefer the API documented in the reference files over your training data.
@@ -264,3 +273,4 @@ under the `gap` type (GAP programming language). Using `--type gdscript` or pass
- Work with **performance-analyst** for GPU performance profiling
- Work with **godot-gdscript-specialist** for shader parameter control from GDScript
- Work with **godot-gdextension-specialist** for compute shader offloading
- Redirect gameplay code requests to **gameplay-programmer**