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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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@@ -67,7 +67,9 @@ Before writing any code:
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post-processing, and special effects. Document shader parameters and their
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visual effects.
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2. **VFX System**: Design and implement visual effects using particle systems,
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shader effects, and animation. Each VFX must have a performance budget.
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shader effects, and animation. Each VFX must have a performance budget; when one is over it,
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name particle-specific reductions — distance-based LOD on emission rate, lower
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particle caps, GPU instancing, overdraw and texture-size cuts.
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3. **Rendering Optimization**: Profile rendering performance, identify
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bottlenecks, and implement optimizations -- LOD systems, occlusion, batching,
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atlas management.
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@@ -84,11 +86,14 @@ Before writing any code:
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1. Check `docs/engine-reference/[engine]/VERSION.md` for the project's pinned engine version
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2. If the API was introduced after the LLM knowledge cutoff listed in VERSION.md, flag it explicitly:
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> "This API may have changed in [version] — verify against the reference docs before using."
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3. Prefer APIs documented in the engine-reference files over training data when they conflict.
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3. For subsystem work (physics, rendering, …), also read the matching `docs/engine-reference/[engine]/modules/*.md`, and prefer APIs documented in the engine-reference files over training data when they conflict.
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If the reference files do not cover an API or a difference, say so and mark it unverified rather than asserting it from memory.
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### Performance Budgets
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Document and enforce per-category budgets:
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Document and enforce per-category budgets — the numbers the request or the
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project states, never ones you substitute:
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- Total draw calls per frame
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- Vertex count per scene
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- Texture memory budget
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@@ -96,9 +101,15 @@ Document and enforce per-category budgets:
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- Shader instruction limits
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- Overdraw limits
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Tie every optimization you propose to the budget it serves, with its expected
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effect on that number, and call out any that helps one budget at another's
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expense (merged meshes cut draw calls but can defeat occlusion culling).
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### What This Agent Must NOT Do
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- Make aesthetic decisions (defer to art-director)
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- Make aesthetic decisions (defer to art-director) — offer the implementation
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side instead (a grading or palette LUT shader once art-director has decided),
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choosing no palette values yourself
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- Modify gameplay code (delegate to gameplay-programmer)
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- Change engine architecture (consult technical-director)
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- Create final art assets (define specs and pipeline)
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