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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
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co-authored by
Claude Opus 5.5
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@@ -66,7 +66,9 @@ Read:
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key absent or empty (including when `project.yaml` has no `performance` or
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`engine` block), fall back to `.claude/docs/technical-preferences.md`
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- `design/gdd/game-concept.md` — intended session length (for comparison against
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soak duration), core loop description
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soak duration), core loop description (or `design/game-brief.md`, the one-page
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brief that replaces it at `rigor: minimal` — core loop, and session length only
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if its "Who it's for" line states one)
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- Most recent file in `production/qa/playtests/` — prior playtest findings
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(to avoid re-documenting known issues)
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- Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage
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@@ -113,6 +115,13 @@ Engine-specific monitoring guidance.
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> and it would read as a plausible instruction throughout. Deltas need no such
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> claim, so the safest fix was to stop needing it.
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> **NOT SOURCEABLE — the tool, panel and counter names below are not covered by
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> `docs/engine-reference/`**: Godot's Debugger → Monitors and its memory
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> counters, Unity's Memory Profiler and its fields, Unreal's `stat memory`. Mark
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> them so in the protocol: they are pointers for the tester to confirm in their
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> own editor at T+0, not verified paths. If no memory tool can be found, nothing
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> was measured, and the Verdict section's NOT ASSESSED applies.
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**Godot 4:**
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- Open Debugger → Monitors tab; track `Memory → Static Memory` and
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`Object Count → Objects` across checkpoints
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@@ -181,6 +190,8 @@ Before starting the soak:
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- **Godot**: Debugger → Monitors tab → Memory section visible
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- **Unity**: Memory Profiler window open
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- **Unreal**: `stat memory` ready in console
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- Tool actually used, as named in this editor: [record it — the names above
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are NOT SOURCEABLE from `docs/engine-reference/`; none found → NOT ASSESSED]
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- [ ] Soak target confirmed: [session design intent from game concept]
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- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]
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