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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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@@ -12,7 +12,7 @@
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│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
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├── tests/ # Game test suites (unit, integration, performance, playtest)
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├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
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├── prototypes/ # Throwaway prototypes (isolated from src/)
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├── prototypes/ # Throwaway prototypes (outside the code root)
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├── production/ # Production management (sprints, milestones, releases)
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│ ├── session-state/ # Ephemeral session state (active.md — gitignored)
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│ └── session-logs/ # Session audit trail (gitignored)
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@@ -31,13 +31,16 @@ own toolchain:
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| **Unity** | `Assets/` | Unity compiles **only** `Assets/` and `Packages/`. Code outside them is invisible to the compiler. |
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| **Unreal** | `Source/<Module>/` | UnrealBuildTool discovers modules under `Source/`; content lives in `Content/`. A module elsewhere is not built. |
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**Resolve the code root from `engine.name` before writing any source file.** Where
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a skill, rule or template says `src/`, read it as *"the code root"* and substitute
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the row above. `src/` is the table's Godot row, not a universal path.
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**Resolve the code root from `engine.name` before writing any source file.** A
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path shown as `src/…` alone is a Godot example: read it as *"the code root"* and
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substitute the row above. `src/` is the table's Godot row, not a universal path.
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> **Known residual — do not read `src/` as settled.** Roughly 30 files under
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> `.claude/` still name `src/` literally, because they were written when Godot was
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> the only engine walked end to end. They are correct for Godot and wrong for the
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> other two. This section is the authority; those files are the default. The
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> breakage is real, not theoretical — a Unity tree laid out this way does not
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> compile, and an Unreal one produces a module no `.uproject` can consume.
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**Tests follow the same rule** — the same compilers decide what they see:
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| `engine.name` | Test root | Anywhere else |
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|---|---|---|
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| **Godot** | `tests/unit/`, `tests/integration/` | — |
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| **Unity** | `Assets/Tests/EditMode/`, `Assets/Tests/PlayMode/` | not compiled: "0 tests, Passed" |
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| **Unreal** | `Source/<Module>/Private/Tests/` | not built: "No automation tests matched" |
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Read `tests/unit/[system]/` (or `integration/`) anywhere as the test root plus `[System]/`.
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