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
+12 -1
View File
@@ -66,7 +66,9 @@ Read:
key absent or empty (including when `project.yaml` has no `performance` or
`engine` block), fall back to `.claude/docs/technical-preferences.md`
- `design/gdd/game-concept.md` — intended session length (for comparison against
soak duration), core loop description
soak duration), core loop description (or `design/game-brief.md`, the one-page
brief that replaces it at `rigor: minimal` — core loop, and session length only
if its "Who it's for" line states one)
- Most recent file in `production/qa/playtests/` — prior playtest findings
(to avoid re-documenting known issues)
- Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage
@@ -113,6 +115,13 @@ Engine-specific monitoring guidance.
> and it would read as a plausible instruction throughout. Deltas need no such
> claim, so the safest fix was to stop needing it.
> **NOT SOURCEABLE — the tool, panel and counter names below are not covered by
> `docs/engine-reference/`**: Godot's Debugger → Monitors and its memory
> counters, Unity's Memory Profiler and its fields, Unreal's `stat memory`. Mark
> them so in the protocol: they are pointers for the tester to confirm in their
> own editor at T+0, not verified paths. If no memory tool can be found, nothing
> was measured, and the Verdict section's NOT ASSESSED applies.
**Godot 4:**
- Open Debugger → Monitors tab; track `Memory → Static Memory` and
`Object Count → Objects` across checkpoints
@@ -181,6 +190,8 @@ Before starting the soak:
- **Godot**: Debugger → Monitors tab → Memory section visible
- **Unity**: Memory Profiler window open
- **Unreal**: `stat memory` ready in console
- Tool actually used, as named in this editor: [record it — the names above
are NOT SOURCEABLE from `docs/engine-reference/`; none found → NOT ASSESSED]
- [ ] Soak target confirmed: [session design intent from game concept]
- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]