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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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@@ -6,8 +6,8 @@ every tool use, and not when it creates one.
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Three consequences, and none of them are optional reading:
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1. **Reading, not editing.** A rule scoped to `src/gameplay/**` reaches the model
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when a file there is opened. An agent that writes a brand-new file in that
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1. **Reading, not editing.** A rule scoped to a gameplay folder reaches the
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model when a file there is opened. An agent that writes a brand-new file in that
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directory without opening an existing one never sees it. Most work in this
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framework creates files rather than reads them, so this is the common case,
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not the corner case.
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@@ -26,24 +26,43 @@ alone.
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To see which rules actually load, and why, wire the `InstructionsLoaded` hook —
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`.claude/hooks/log-instructions.sh` records every instruction file and its load
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reason (`session_start`, `path_glob_match`, `nested_traversal`, `compact`) to
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`production/session-logs/instructions-loaded.log`.
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reason (`session_start`, `path_glob_match`, `nested_traversal`, `include`,
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`compact`) to `production/session-logs/instructions-loaded.log`.
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**Globs match regardless of case.** Claude Code 2.1.282 matches `paths:`
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gitignore-style and case-insensitively (observed; the docs do not say), so
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`Assets/**/UI/**` also matches a Godot project's `assets/ui/` art. That is why
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the Unity and Unreal code globs below name their file types.
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Paths are listed Godot · Unity · Unreal. Folder names are shown in one case;
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each rule's own globs list the case variants (`{AI,Ai,ai}`).
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| Rule File | Path Pattern | Enforces |
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| ---- | ---- | ---- |
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| `gameplay-code.md` | `src/gameplay/**` | Data-driven values, delta time, no UI references |
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| `engine-code.md` | `src/core/**` | Zero allocs in hot paths, thread safety, API stability |
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| `ai-code.md` | `src/ai/**` | Performance budgets, debuggability, data-driven params |
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| `network-code.md` | `src/networking/**` | Server-authoritative, versioned messages, security |
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| `ui-code.md` | `src/ui/**` | No game state ownership, localization-ready, accessibility |
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| `design-docs.md` | `design/gdd/**` | Required 8 sections, formula format, edge cases |
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| `gameplay-code.md` | `src/gameplay/**` · `Assets/**/Gameplay/**/*.cs` · `Source/**/Gameplay/**/*.{h,cpp}` | Data-driven values, delta time, no UI references |
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| `engine-code.md` | `src/core/**` · `Assets/**/Core/**/*.cs` · `Source/**/Core/**/*.{h,cpp}` | Zero allocs in hot paths, thread safety, API stability |
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| `ai-code.md` | `src/ai/**` · `Assets/**/AI/**/*.cs` · `Source/**/AI/**/*.{h,cpp}` | Performance budgets, debuggability, data-driven params |
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| `network-code.md` | `src/networking/**` · `Assets/**/Network(ing)/**/*.cs` · `Source/**/Network(ing)/**/*.{h,cpp}` | Server-authoritative, versioned messages, security |
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| `ui-code.md` | `src/ui/**` · `Assets/**/UI/**/*.cs` · `Source/**/UI/**/*.{h,cpp}` | No game state ownership, localization-ready, accessibility |
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| `design-docs.md` | `design/gdd/**` | Required sections per `modes.workflow` (8 at `full`, 5 at `standard`), formula format, edge cases |
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| `narrative.md` | `design/narrative/**` | Lore consistency, character voice, canon levels |
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| `data-files.md` | `assets/data/**` | JSON validity, naming conventions, schema rules |
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| `test-standards.md` | `tests/**` | Test naming, coverage requirements, fixture patterns |
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| `data-files.md` | `assets/data/**/*.json` · `Assets/**/Data/**/*.json` · `Content/**/Data/**/*.json` | JSON validity, naming conventions, schema rules |
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| `test-standards.md` | `tests/**` · `Assets/Tests/**/*.cs` · `Source/**/Tests/**/*.{h,cpp}` | Test naming, coverage requirements, fixture patterns |
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| `prototype-code.md` | `prototypes/**` | Relaxed standards, README required, hypothesis documented |
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| `shader-code.md` | `assets/shaders/**` | Naming conventions, performance targets, cross-platform rules |
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| `shader-code.md` | `assets/shaders/**`, `**/*.gdshader` · `Assets/**/*.{shader,hlsl,cginc,compute,shadergraph}` · `Shaders/**`, `**/*.{usf,ush}` | Naming conventions, performance targets, cross-platform rules |
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| `agent-memory.md` | `.claude/agent-memory/**` | The one place an agent may write unasked — and why a temporary absence must never be recorded as a durable fact |
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| `skill-authoring.md` | `.claude/skills/**`, `.claude/agents/**` | A check that cannot report it did not run is not a check — verdict vocabularies, fail-closed defaults, self-announcing skips, sourcing, derived gate coverage |
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| `skill-authoring.md` | `.claude/skills/**`, `.claude/agents/**` | A check must be able to report that it did not run — the five obligations for verdicts, defaults, skips, sourcing and derived coverage |
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Each engine-facing rule loads on all three engines:
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- **Code rules** (`gameplay`, `engine`, `ai`, `network`, `ui`) match
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`Assets/**/<System>/**/*.cs` and `Source/**/<System>/**/*.{h,cpp}` (`Core`,
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`AI`, `Networking`/`Network`, `UI` for the others).
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- **`data-files.md`** matches `Assets/**/Data/**/*.json` and `Content/**/Data/**/*.json`
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— JSON only, so C# or C++ in a `Data/` folder does not pick up its file-naming rule.
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- **`shader-code.md`** matches shader files by type: `.gdshader`, `.shader`,
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`.hlsl`, `.cginc`, `.compute`, `.shadergraph`, `.usf`, `.ush`, plus `Shaders/**`.
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- **`test-standards.md`** matches `Assets/Tests/**/*.cs` and `Source/**/Tests/**/*.{h,cpp}`.
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> **`skill-authoring.md` is the odd one out and deliberately so.** Every other
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> rule here scopes a *game* directory; that one scopes the **framework's own**
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