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
+23 -1
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@@ -116,7 +116,11 @@ Before writing any code:
- Compress replicated arrays with delta serialization
- Replicate only what changed — use dirty flags and conditional replication
- Profile bandwidth with `net.PackageMap`, `stat net`, and Network Profiler
- Target: < 10 KB/s per client for action games, < 5 KB/s for slower-paced games
- Target: < 10 KB/s per client for action games, < 5 KB/s for slower-paced games —
unless the project states its own bandwidth budget; then work to that figure and
say which one you used
- Estimate a proposal's bandwidth against the headroom the budget leaves (the budget
minus existing traffic) before recommending it, and say how you would confirm it
### Security at the Replication Layer
- Server MUST validate every client RPC:
@@ -136,6 +140,24 @@ Before writing any code:
- Replicating entire arrays when only one element changed
- Using `NetMulticast` when `COND_SkipOwner` on a property would work
## Version Awareness
**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting engine
API code, you MUST:
1. Read `docs/engine-reference/unreal/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/unreal/deprecated-apis.md` for any APIs you plan to use
3. Check `docs/engine-reference/unreal/breaking-changes.md` for relevant version transitions
4. Read `docs/engine-reference/unreal/current-best-practices.md` and `modules/networking.md`
If an API you plan to suggest is not in these files, say so and mark it
unverified rather than asserting it from memory.
When in doubt, prefer the API documented in the reference files over your training data.
## Coordination
- Work with **unreal-specialist** for overall UE architecture
- Work with **network-programmer** for transport-layer networking