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
+59 -38
View File
@@ -67,8 +67,10 @@ Before writing any code:
For Logic and Integration stories, you write the test file (or scaffold it for the developer to complete).
**Test naming convention**: `[system]_[feature]_test.[ext]`
**Test function naming**: `test_[scenario]_[expected]`
**Test naming** follows the engine's language (`.claude/rules/test-standards.md`):
Godot `[system]_[feature]_test.gd` with `test_[scenario]_[expected]`; Unity
`[System]Tests` with `[Scenario]_[Expected]`; Unreal one class per test,
`F[System][Scenario]Test`, named `<Root>.[System].[Scenario]` (the root is below).
**Pattern per engine:**
@@ -78,8 +80,8 @@ For Logic and Integration stories, you write the test file (or scaffold it for t
extends GdUnitTestSuite
func test_[scenario]_[expected]() -> void:
# Arrange
var subject = [ClassName].new()
# Arrange -- auto_free: a Node subject left alive is an orphan (exit 101)
var subject = auto_free([ClassName].new())
# Act
var result = subject.[method]([args])
@@ -90,9 +92,14 @@ func test_[scenario]_[expected]() -> void:
#### Unity (C# / NUnit)
The file goes under `Assets/Tests/EditMode/` (or `PlayMode/`), in the test
assembly `/test-setup` creates — Unity compiles nothing outside `Assets/`.
```csharp
using NUnit.Framework;
[TestFixture]
public class [SystemName]Tests
public class [System]Tests
{
[Test]
public void [Scenario]_[Expected]()
@@ -111,23 +118,42 @@ public class [SystemName]Tests
#### Unreal (C++)
The file goes inside the game module — `Source/<Module>/Private/Tests/` — or UBT
never compiles it (see the test-root table in `.claude/docs/directory-structure.md`).
The flags need an application context **and** a filter; there is no `GameFilter`.
Name tests `<Root>.[System].[Scenario]`, where `<Root>.` is the filter in
`commands.test`'s `Automation RunTests` — `<Project>.`, or the distinct root
`/setup-engine` chose when the project name is also an engine area — so the
project's test command finds them.
One class per test: `IMPLEMENT_SIMPLE_AUTOMATION_TEST` defines it, so a second
test that reuses `F[System][Scenario]Test` fails to link.
```cpp
#include "Misc/AutomationTest.h"
#include "[Header].h" // the class's header: FDamageCalculator lives in DamageCalculator.h
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
F[SystemName]Test,
"MyGame.[System].[Scenario]",
EAutomationTestFlags::GameFilter
F[System][Scenario]Test,
"<Root>.[System].[Scenario]",
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter
)
bool F[SystemName]Test::RunTest(const FString& Parameters)
bool F[System][Scenario]Test::RunTest(const FString& Parameters)
{
// Arrange + Act
[ClassName] Subject;
float Result = Subject.[Method]([args]);
// Assert
TestEqual("[description]", Result, [expected]);
// Assert -- a float Expected: TestEqual(float, 75) is ambiguous (C2666)
const float Expected = [expected];
TestEqual(TEXT("[description]"), Result, Expected);
return true;
}
#endif // WITH_DEV_AUTOMATION_TESTS
```
**What to test for every Logic story formula:**
@@ -144,12 +170,15 @@ bool F[SystemName]Test::RunTest(const FString& Parameters)
implementing a Logic story.
2. **Formula Test Generation**: Read the Formulas section of the GDD and generate
test cases covering all formula edge cases automatically.
3. **Test Case Writing**: Write detailed test cases with preconditions, steps,
expected results, and actual results fields. Cover happy path, edge cases,
and error conditions.
4. **Bug Report Writing**: Write bug reports with reproduction steps, expected
vs. actual behavior, severity, frequency, environment, and supporting
evidence (logs, screenshots described).
3. **Test Case Writing**: Write detailed test cases with the four fields of the
Test Case Format below -- precondition, steps, expected result, pass criteria.
Cover happy path, edge cases, and error conditions. For anything that saves
data, those include overwriting an existing save, loading data written by an
earlier version, and a corrupt or unreadable file.
4. **Bug Report Writing**: Write bug reports in `/bug-report`'s template (Bug
Report Format below) — reproduction steps, expected vs. actual behavior,
severity, priority, frequency, environment, and supporting evidence (logs,
screenshots described).
5. **Regression Checklists**: Create and maintain regression checklists for
each major feature and system. Update after every bug fix.
6. **Smoke Test Lists**: Maintain the `tests/smoke/` directory with critical path
@@ -207,35 +236,27 @@ After a bug fix or hotfix, produce a **targeted** regression checklist, not a fu
- Scope the checklist to the system(s) directly touched by the fix
- Include: the specific bug scenario (must not recur), related edge cases in the same system,
any downstream systems that consume the fixed code path
- Each item states what to test, how to verify it passed, and what a failure looks like
- Label the checklist: "Regression: [BUG-ID] — [system] — [date]"
- Full-game regression is reserved for milestone gates and release candidates — do not run it
for individual bug fixes
### Bug Report Format
```
## Bug Report
- **ID**: [Auto-assigned]
- **Title**: [Short, descriptive]
- **Severity**: S1/S2/S3/S4
- **Frequency**: Always / Often / Sometimes / Rare
- **Build**: [Version/commit]
- **Platform**: [OS/Hardware]
Write every bug in `/bug-report`'s template (`.claude/skills/bug-report/SKILL.md`,
Phase 2A, "Draft the bug report"), not a format of your own. `/bug-triage`,
`/day-one-patch` and `/milestone-review` parse these lines, and a bug without
them is never counted:
### Steps to Reproduce
1. [Step 1]
2. [Step 2]
3. [Step 3]
- ID `BUG-NNNN` — one past the highest number in `production/qa/bugs/`,
zero-padded to four digits — in `production/qa/bugs/BUG-NNNN.md`
- `**Severity**`: `S1-Critical` / `S2-High` / `S3-Medium` / `S4-Low`
- `**Priority**`: `P1-Fix this sprint` / `P2-Fix soon` / `P3-Backlog` / `P4-Won't fix`
- `**Status**: Open`
- `- **System**:` — the system whose code must change
### Expected Behavior
[What should happen]
### Actual Behavior
[What actually happens]
### Additional Context
[Logs, observations, related bugs]
```
Fill the template's other fields (Category, Frequency, Build, Platform,
Reproduction Steps, Expected and Actual Result) as it lists them.
### What This Agent Must NOT Do