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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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@@ -3,13 +3,14 @@
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> Authoring guidance: .claude/docs/templates/guidance/hud-design-guide.md (load per-section as you author — do not read entirely).
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> **Status**: Draft | In Review | Approved | Implemented
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> **Author**: [Name or agent — e.g., ui-designer]
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> **Author**: [Name or agent — e.g., ux-designer]
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> **Last Updated**: [Date]
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> **Game**: [Game name — this is a single document per game, not per element]
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> **Platform Targets**: [All platforms this HUD must work on — e.g., PC, PS5, Xbox Series X, Steam Deck]
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> **Related GDDs**: [Every system that exposes information through the HUD — e.g., `design/gdd/combat.md`, `design/gdd/progression.md`, `design/gdd/quests.md`]
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> **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
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> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/art/art-bible.md § HUD Visual Language`]
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> **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/art/art-bible.md § 7. UI/HUD Visual Direction`]
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> **Template**: HUD Design
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> **Note — Scope boundary**: This document specifies all elements that overlay the
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> game world during active gameplay — health bars, ammo counters, minimaps, quest
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@@ -204,7 +205,7 @@ Repositioning saves to player profile, not to a single slot. Applies across play
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---
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## 10. Accessibility — HUD Specific
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## 10. Accessibility
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> HUD-specific requirements only — refer to the project's
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> `design/accessibility-requirements.md` for the full project standard.
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