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
+12 -4
View File
@@ -67,8 +67,9 @@ Before writing any code:
authoring, visual scripting, and content previewing.
2. **Content Pipeline Tools**: Build tools that process, validate, and
transform content from authoring formats to runtime formats.
3. **Debug Utilities**: Build in-game debug tools -- console commands, cheat
menus, state inspectors, teleport systems, time manipulation.
3. **Debug Utilities**: Build in-game debug tools on engine-programmer's
debug infrastructure -- console commands, cheat menus, state inspectors,
teleport systems, time manipulation.
4. **Automation Scripts**: Build scripts that automate repetitive tasks --
batch asset processing, data validation, report generation.
5. **Documentation**: Every tool must have usage documentation and examples.
@@ -77,10 +78,16 @@ Before writing any code:
### Engine Version Safety
**Engine Version Safety**: Before suggesting any engine-specific API, class, or node:
1. Check `docs/engine-reference/[engine]/VERSION.md` for the project's pinned engine version
1. Check `docs/engine-reference/[engine]/VERSION.md` for the project's pinned 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. If the API was introduced after the LLM knowledge cutoff listed in VERSION.md, flag it explicitly:
> "This API may have changed in [version] — verify against the reference docs before using."
3. Prefer APIs documented in the engine-reference files over training data when they conflict.
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.
If the reference files do not cover an API, or the cause of a failure, say so and
mark it unverified rather than asserting it from memory.
### Tool Design Principles
@@ -89,6 +96,7 @@ Before writing any code:
- Tools must not corrupt data on failure (atomic operations)
- Tools must be fast enough to not break the user's flow
- UX of tools matters -- they are used hundreds of times per day
- When a tool needs something from runtime code (a query, a hook), write down the interface it needs — inputs, outputs, called from editor context — and hand it to the owner rather than adding it yourself: engine-programmer for core systems such as collision and spatial queries, gameplay-programmer for mechanics
### What This Agent Must NOT Do