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
+43 -18
View File
@@ -37,7 +37,8 @@ Parse the argument:
**`workflow`** (see `.claude/docs/workflow-modes.md`):
- `full` — full content-count audit against all GDD specs.
- `standard` — audit only specs in the required sections.
- `standard` — audit only specs in the required sections; list any count found
outside them as not audited at this tier.
- `minimal` — cannot run (no systems index exists).
## Insufficient input — check this before producing any report
@@ -54,7 +55,7 @@ not a filled-in report.** Check first, and stop if the check fails.
reads the template next.
4. If **every** required input is ABSENT, stop and report
**`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and
which skill produces it.
which skill produces it (`/map-systems` for `design/gdd/systems-index.md`, `/design-system` for the GDDs).
**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to
"what does the data say?" when there is no data. The failure mode this prevents is
@@ -102,13 +103,10 @@ the two happened — a reader cannot tell from a green result.
Grep pattern="[0-9]+[[:space:]]+(enemies|enemy types|levels|areas|maps|stages|items|weapons|equipment|abilities|skills|spells|cutscenes|conversations|dialogue scenes|bosses|quests)|(enemy|item|weapon|ability|level) types:" glob="design/gdd/*.md" output_mode="files_with_matches"
```
> **These were one grep, and it narrowed nothing.** The old pattern was
> `(## Summary|N enemies|N levels|N items|N abilities|enemy types|item types)`.
> `N enemies` and friends are un-substituted placeholders copied from the
> template — no real GDD contains the literal letter `N` as a count — while
> `## Summary` matches every compliant GDD. So the union returned *all* GDDs
> and step 3's whole purpose (read-avoidance) saved zero tokens. Pattern (b)
> matches digits followed by the content nouns step 5 actually extracts.
> **Keep the two scans separate.** `## Summary` matches every compliant GDD,
> so a union with it narrows nothing, and a literal placeholder such as
> `N enemies` matches no real GDD. Pattern (b) matches digits followed by the
> content nouns step 5 actually extracts.
**Fail open on a missing Summary.** Establish the denominator: glob
`design/gdd/*.md` and count **N**. **Scan (a)** matching fewer than N means
@@ -117,15 +115,18 @@ the two happened — a reader cannot tell from a green result.
auditable content". Full-read the unmatched in-scope GDDs.
For a single-system audit: skip this step and go straight to full-read.
For a full audit: full-read only the GDDs that **scan (b)** matched
**and are not already fully covered by the registry entries from step 2**.
GDDs with no content-count language (pure mechanics GDDs) are noted as
"No auditable content counts" without a full read.
For a full audit: full-read the GDDs that **scan (b)** matched
**and are not already fully covered by the registry entries from step 2**,
plus every GDD scan (a) missed — **the fail-open rule wins over this
narrowing**: a GDD with no `## Summary` is full-read even when scan (b) did
not match it. Only a GDD that has a Summary and no content-count language (a
pure mechanics GDD) is noted as "No auditable content counts" without a full
read.
4. **Full-read in-scope GDD files** (or the single system GDD if a system
name was given).
5. **For each GDD, extract explicit content counts or lists.** Look for patterns
5. **For each GDD, extract explicit content counts or lists**, noting the `##` section each sits under — at `standard`, a count outside the required sections (`.claude/docs/workflow-modes.md`) goes on the "Not audited at this tier" list, never into the inventory. Look for patterns
like:
- "N enemies" / "enemy types:" / list of named enemies
- "N levels" / "N areas" / "N maps" / "N stages"
@@ -150,9 +151,23 @@ the two happened — a reader cannot tell from a green result.
For each content type found in Phase 1, scan the relevant directories to count
what has been implemented. Use Glob and Grep to locate files.
**On Unreal, content lives in `Content/`** — maps and data assets both — and the
code root (`Source/<Module>/`) holds only C++. So on Unreal, every `assets/…` glob
below also runs under `Content/` (`*.uasset` in place of the data extensions),
and levels are `Content/**/*.umap`. Skipping this finds zero levels on every
Unreal project and reports them NOT STARTED.
**On Unity, content lives under `Assets/`** (compare the case exactly —
`.claude/docs/code-root-resolution.md`), and rarely in a `data/` folder. So on
Unity every `assets/…` glob below also runs under `Assets/`, without requiring
a `data/` segment — for items, `Assets/**/items/**`, `Assets/**/Items/**` and
`Assets/**/*Item*.asset` — and data files include `.asset` (ScriptableObjects)
and `.prefab`. Skipping this finds zero items, abilities, quests and dialogue
on a Unity project and reports them NOT STARTED.
**Levels / Areas / Maps:**
- Glob `assets/**/*.tscn`, `assets/**/*.unity`, `assets/**/*.umap`
- Glob the **code root** for scene files: `*.tscn` (Godot), `*.unity` (Unity), `*.umap` (Unreal). Resolve the root per `.claude/docs/code-root-resolution.md`. **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.**
- Glob the **code root** for scene files: `*.tscn` (Godot), `*.unity` (Unity); on Unreal, `Content/**/*.umap` instead (above). Resolve the root per `.claude/docs/code-root-resolution.md`. **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.**
- Look for scene files in subdirectories named `levels/`, `areas/`, `maps/`,
`worlds/`, `stages/`
- Count unique files that appear to be level/scene definitions (not UI scenes)
@@ -215,6 +230,9 @@ Flag a system as `HIGH PRIORITY` in the report if:
- Total content items found (sum of all Found column values)
- Overall gap percentage: `(Specified - Found) / Specified * 100`
A row whose Found is `NOT ASSESSED` (code root unresolved) has no Gap or
Status, is never `NOT STARTED`, and stays out of both totals; the summary names it.
---
## Phase 4 — Output
@@ -232,7 +250,8 @@ If yes, write the file:
- **Total specified**: [N] content items across [M] systems
- **Total found**: [N]
- **Gap**: [N] items ([X%] unimplemented)
- **Scope**: [Full audit | System: name]
- **Scope**: [Full audit | System: name] — [all GDD sections | required sections only (workflow: standard)]
- **Not audited at this tier**: [counts found only outside the required sections — or "none"; omit at `full`]
> Note: Counts are approximations based on file scanning.
> The audit cannot distinguish shipped content from editor/test assets.
@@ -289,7 +308,13 @@ After the audit, recommend the highest-value follow-up actions:
- If any system is `NOT STARTED` and MVP-tagged → "Run `/design-system [name]` to
add missing content counts to the GDD before implementation begins."
- If total gap is >50% → "Run `/sprint-plan` to allocate content work across upcoming sprints."
- If backlog stories are needed → "Run `/create-stories [epic-slug]` for each HIGH PRIORITY gap."
- If any system is flagged HIGH PRIORITY → "Run `/create-stories [epic-slug]` for each HIGH PRIORITY gap."
- If `--summary` was used → "Run `/content-audit` (no flag) to write the full report to `docs/`."
Verdict: **COMPLETE** — content audit finished.
Close with the verdict that matches the run:
- Verdict: **COMPLETE** — content audit finished.
- Verdict: **NOT ASSESSED — NO DATA** — a required input was absent (see the note at
the top), nothing in scope gives a count (no registry entry, and every GDD is
"Unspecified" or "No auditable content counts"), or a Found count could not be taken
(`NOT ASSESSED — code root unresolved`); name which, and for missing counts
name `/design-system`. Never print COMPLETE for a run that could not compute a gap.