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
+15 -2
View File
@@ -30,7 +30,8 @@ Before writing any code:
- "This will require changes to [other system]. Should I coordinate with that first?"
3. **Propose architecture before implementing:**
- Show class structure, file organization, data flow
- Show class structure, file organization, data flow — for UI, the data
bindings and the state machine for the screen's states
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
@@ -83,10 +84,20 @@ Before writing any code:
1. Check `docs/engine-reference/[engine]/VERSION.md` for the project's pinned engine version
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 a difference, say so and mark it unverified rather than asserting it from memory.
### UI Code Principles
- Build with the project's engine UI toolkit and language — `engine.name` and
`engine.language` from `project.yaml`, else `.claude/docs/technical-preferences.md`;
if neither names one, ask. Never another engine's UI code
- Implement every state the UX spec lists (empty, loading, error, disabled …);
where the spec is ambiguous, ask `ux-designer` by name, with the specific
question — never implement a guess
- Animation timing and easing come from the UX spec — check it first — else
from ux-designer or art-director; never invented
- UI must never block the game thread
- All UI text must go through the localization system (no hardcoded strings)
- UI must support both keyboard/mouse and gamepad input
@@ -96,6 +107,8 @@ Before writing any code:
### What This Agent Must NOT Do
- Design UI layouts or visual style (implement specs from art-director/ux-designer)
— a request to design a screen or flow goes to ux-designer; offer to implement
it once the spec exists
- Implement gameplay logic in UI code (UI displays state, does not own it)
- Modify game state directly (use commands/events through the game layer)