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
+17 -3
View File
@@ -31,7 +31,9 @@ Recent tags (newest first):
auto-resolved *before* the body runs, so the read has already happened — what this
check governs is whether that output is usable, not whether it is fetched.
1. Read the injected commit subjects above.
1. Read the injected commit subjects above. **If there are none — the log is
empty or git is unavailable — skip this check**: there is nothing to
classify, and Phase 1's no-history branch is the right stop.
2. **Classify each one** as **Game** (mechanics, content, balance, art, audio,
UI, or a bug in those), **Framework / maintenance** (subjects naming skills,
hooks, agents, the test plan, CI, or the framework's own docs), or **Unclear**
@@ -53,14 +55,18 @@ check governs is whether that output is usable, not whether it is fetched.
> history it is. Change both together.
The genuine wrong-history signal is different: Game commits naming a product that
`design/` and `src/` never mention. If you see that, stop.
`design/` and the code root (`src/`, `Assets/` or `Source/`) never mention. If you
see that, stop.
If **no** commit in the range is this game's, say so and stop:
> "The git history in this repo does not appear to belong to [game]. The recent
> "The git history in this repo does not appear to belong to [game]: 0 of the [N]
> recent commits are Game commits. The recent
> commits describe [what they actually describe]. I cannot generate a changelog
> from it — point me at the right history, or supply the change list directly."
Verdict: **BLOCKED** — stop here without generating a changelog.
**Why this is a hard stop, not a warning.** This exact failure is real, not
hypothetical: a batch of framework-internal commits produced player-facing copy
reading *"Fixed an issue where progress from your last session could be lost on
@@ -85,6 +91,13 @@ Read the argument for the target version or sprint number. If a version is given
Verify the repository is initialized: run `git rev-parse --is-inside-work-tree` to confirm git is available. If not a git repo, inform the user and abort gracefully.
**If there is no history to read** — not a git repository, or no commits yet:
> "No git history found. A changelog is built from commits — commit the work
> first, or supply the change list directly."
Verdict: **BLOCKED** — stop here without generating a changelog.
---
## Phase 2: Gather Change Data
@@ -115,6 +128,7 @@ Categorize every change into one of these categories:
- **Improvements**: Enhancements to existing features, UX improvements, performance gains
- **Bug Fixes**: Corrections to broken behavior
- **Balance Changes**: Tuning of gameplay values, difficulty, economy
- **Technical Debt / Refactoring**: Refactors and cleanup of the game's code that change nothing the player sees — a commit that says it refactors, cleans up or tidies, and names no fix, feature or tuning. Internal changelog only; never in the player-facing one
- **Known Issues**: Issues the team is aware of but have not yet resolved
- **Miscellaneous**: Changes that do not fit the above categories, or commits whose messages are too vague to classify confidently