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
+3 -3
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@@ -289,7 +289,7 @@ so it can be cited in design reviews.]
---
## Section 10 — Accessibility (HUD Specific)
## Section 10 — Accessibility
> **Why this section exists**: HUD accessibility failures are the most visible
> accessibility failures in games — players encounter the HUD in every session,
@@ -374,7 +374,7 @@ Example: "Health bar numerical label grows with text scale — bar expands sligh
| Question | Owner | Deadline | Resolution |
|----------|-------|----------|-----------|
| [e.g., Should the minimap show enemy positions by default, or only after a detection skill is unlocked?] | [systems-designer + ui-designer] | [Sprint 5, Day 2] | [Pending — depends on progression GDD decision] |
| [e.g., Should the minimap show enemy positions by default, or only after a detection skill is unlocked?] | [systems-designer + ux-designer] | [Sprint 5, Day 2] | [Pending — depends on progression GDD decision] |
| [e.g., Does the game have a boss health bar, or do bosses use the standard enemy health bar? Bosses need a visually distinct treatment if they are significantly more important than normal enemies.] | [game-designer] | [Sprint 5, Day 1] | [Pending] |
| [e.g., Damage numbers: diegetic (floating in world space, occluded by geometry) or screen space (always readable, overlaid on HUD layer)?] | [ui-designer + lead-programmer] | [Sprint 4, Day 5] | [Pending — architecture decision affects rendering layer choice] |
| [e.g., Damage numbers: diegetic (floating in world space, occluded by geometry) or screen space (always readable, overlaid on HUD layer)?] | [ux-designer + lead-programmer] | [Sprint 4, Day 5] | [Pending — architecture decision affects rendering layer choice] |
| [e.g., Mobile portrait vs. landscape: does the game support both orientations? If yes, each requires its own zone layout.] | [producer] | [Sprint 3, Day 3] | [Pending — platform scope decision required first] |