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
+19 -2
View File
@@ -1,13 +1,16 @@
---
paths:
- "src/gameplay/**"
- "Assets/**/{Gameplay,gameplay}/**/*.cs"
- "Source/**/{Gameplay,gameplay}/**/*.{h,cpp}"
---
# Gameplay Code Rules
- ALL gameplay values MUST come from external config/data files, NEVER hardcoded
- Use delta time for ALL time-dependent calculations (frame-rate independence)
- NO direct references to UI code — use events/signals for cross-system communication
- NO direct references to UI code — use events for cross-system communication
(Godot signals, C# events, Unreal delegates)
- Every gameplay system must implement a clear interface
- State machines must have explicit transition tables with documented states
- Write unit tests for all gameplay logic — separate logic from presentation
@@ -16,13 +19,27 @@ paths:
## Examples
**Correct** (data-driven):
**Correct** (data-driven) — Godot:
```gdscript
var damage: float = config.get_value("combat", "base_damage", 10.0)
var speed: float = stats_resource.movement_speed * delta
```
Unity (values from a ScriptableObject):
```csharp
float damage = combatConfig.BaseDamage;
float speed = stats.MovementSpeed * Time.deltaTime;
```
Unreal (values from a data asset):
```cpp
const float Damage = CombatConfig->BaseDamage;
const float Speed = Stats->MovementSpeed * DeltaTime;
```
**Incorrect** (hardcoded):
```gdscript