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
+5 -1
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@@ -26,7 +26,11 @@ code. This file is the procedure for applying it.
does not count.
3. Derivation from the tree, but **only when it is unambiguous**. Exactly one of
`src/`, `Assets/` or `Source/` present means that is the root. Two or more
present means the project is genuinely undecidable — do not guess.
present means the project is genuinely undecidable — do not guess. Compare the
names exactly as the directory listing spells them: on Windows and default
macOS an existence test for `Assets/` also succeeds on Godot's own `assets/`,
which would make `src/` + `assets/` look ambiguous and a lone `assets/` look
like Unity.
4. Otherwise: **unresolved.**
The hooks already implement exactly this as `resolve_code_root()` in