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
+60 -15
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@@ -3,7 +3,7 @@ name: asset-audit
description: "Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references."
argument-hint: "[category|all]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash
allowed-tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *)
model: sonnet
# Read-only diagnostic skill — no specialist agent delegation needed
---
@@ -13,7 +13,9 @@ model: sonnet
This skill's report asks for **file sizes against budgets**, **texture dimensions**
(power-of-two), **audio sample rates**, and **last-modified times** for orphan
detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need
`stat` or a binary header read, so `Bash` is declared above for exactly that.
`stat` or a binary header read, so the read-only measuring commands (`stat`,
`file`, `od`, `wc`, `du`) are pre-approved above; list files with Glob. Anything
else asks first.
**If you cannot take a measurement, the cell is `NOT ASSESSED`, never an
estimate.** A size budget table filled from guesses is worse than an empty one:
@@ -55,19 +57,35 @@ the two happened — a reader cannot tell from a green result.
## Phase 1: Read Standards
Read the art bible or asset standards from the relevant design docs and the CLAUDE.md naming conventions.
Read the art bible's Asset Standards section (`design/art/art-bible.md`) and any
asset standards in the relevant design docs — size budgets and format rules come
from there. The naming patterns are the ones in Phase 3 below, unless the art
bible states its own.
If neither states a size budget — or there is no art bible — the Size section is
`NOT ASSESSED — no size budget set`, and the report names `/art-bible`, whose
Asset Standards section sets budgets, formats and the naming convention.
---
## Phase 2: Scan Asset Directories
Scan the target asset directory using Glob:
Assets live under the engine's asset root: `assets/` on Godot, `Assets/` on
Unity, `Content/` on Unreal. Resolve the engine and its code root per
`.claude/docs/code-root-resolution.md`; that code root is the one Phase 3's
orphan and missing-asset searches read. If it is unresolved, stop:
`NOT ASSESSED — engine unresolved`, naming `/setup-engine`.
- `assets/art/**/*` for art assets
- `assets/audio/**/*` for audio assets
- `assets/vfx/**/*` for VFX assets
- `assets/shaders/**/*` for shaders
- `assets/data/**/*` for data files
Scan the asset root using Glob:
- **Godot** — `assets/art/**/*`, `assets/audio/**/*`, `assets/vfx/**/*`,
`assets/shaders/**/*`, `assets/data/**/*`
- **Unity** — `Assets/**/*`, leaving out scripts (`*.cs`, `*.asmdef`) and `*.meta` files
- **Unreal** — `Content/**/*.uasset` and `Content/**/*.umap`
The files matched are `Total assets scanned`. If there are none, the checks on
scanned files — Naming, Size, Format, Orphaned — are
`NOT ASSESSED — no assets under <asset root>`; the missing-asset search still runs.
---
@@ -78,14 +96,29 @@ Scan the target asset directory using Glob:
- Audio: `[category]_[context]_[name]_[variant].[ext]`
- All files must be lowercase with underscores
These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on
those engines check names only against a naming rule the art bible states; with
none, Naming is `NOT ASSESSED — no naming rule for <engine>` (name `/art-bible`).
**File standards:**
- Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget
- Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits
- Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits.
`file` reports an audio file's format and sample rate but not its length, and no
pre-approved tool here does; a duration budget is therefore
`NOT ASSESSED — duration not measurable here`, naming the files it covers.
- Data: Valid JSON/YAML, schema-compliant
**Orphaned assets:** Search code for references to each asset file. Flag any with no references.
On Unreal an asset file (`.uasset`, `.umap`) does not keep its source file's
format or dimensions, so Format is `NOT ASSESSED` there; its size is still measured.
**Missing assets:** Search code for asset references and verify the files exist.
**Orphaned assets:** Search the code root for references to each asset file. Flag any with no references.
**Missing assets:** Search the code root for asset references and verify the files exist.
Both searches need code: if the code root holds no source files, Orphaned and
Missing are `NOT ASSESSED — no code to search`. On Unity and Unreal most asset
references live in scenes, prefabs and other assets rather than code, so an
asset no code names may still be in use: Orphaned is `NOT ASSESSED` there.
---
@@ -101,7 +134,7 @@ Scan the target asset directory using Glob:
- **Format violations**: [N]
- **Orphaned assets**: [N]
- **Missing assets**: [N]
- **Overall health**: [NOT ASSESSED / CLEAN / MINOR ISSUES / NEEDS ATTENTION]
- **Sections not assessed**: [none | each section and why]
## Naming Violations
| File | Expected Pattern | Issue |
@@ -124,17 +157,29 @@ Scan the target asset directory using Glob:
|-------------------|---------------|
## Recommendations
[Prioritized list of fixes]
[Prioritized list of fixes, one per violation, each naming the change — the
target resolution or compression for a size violation, the corrected name for a
naming violation, the target format for a format violation]
## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT]
```
Choose the verdict by the findings, first match wins:
- **NON-COMPLIANT** — any size violation, or any asset that code references but that does not exist
- **WARNINGS** — only naming, format or orphaned-asset findings
- **NOT ASSESSED** — the audit did not cover its scope: no data at all (the path
above), zero assets scanned, or any section `NOT ASSESSED` — name which. It
ranks below the two finding verdicts, because a measured violation is more
actionable than a gap, and above COMPLIANT
- **COMPLIANT** — at least one asset scanned, every section assessed, no findings
This skill is read-only — it produces a report but does not write files.
---
## Phase 5: Next Steps
- Fix naming violations using the patterns defined in CLAUDE.md.
- Fix naming violations using the Phase 3 patterns (or the art bible's, where it states its own).
- If standards were missing, run `/art-bible` to write its Asset Standards section.
- Delete confirmed orphaned assets after manual review.
- Run `/content-audit` to cross-check asset counts against GDD-specified requirements.