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
@@ -3,7 +3,6 @@
## Agent Summary
Domain: C# patterns in Godot 4, .NET idioms applied to Godot, [Export] attribute usage, signal delegates, and async/await patterns.
Does NOT own: GDScript code (gdscript-specialist), GDExtension C/C++ bindings (gdextension-specialist).
Model tier: Sonnet (default).
No gate IDs assigned.
---
@@ -11,8 +10,8 @@ No gate IDs assigned.
## Static Assertions (Structural)
- [ ] `description:` field is present and domain-specific (references C# in Godot 4 / .NET patterns / signal delegates)
- [ ] `allowed-tools:` list includes Read, Write, Edit, Bash, Glob, Grep
- [ ] Model tier is Sonnet (default for specialists)
- [ ] `tools:` list includes Read, Write, Edit, Bash, Glob, Grep
- [ ] Model tier is `sonnet` — frontmatter `model:` reads exactly `sonnet` (tiers: `.claude/docs/model-tiers.md`)
- [ ] Agent definition does not claim authority over GDScript or GDExtension code
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@@ -34,7 +33,7 @@ No gate IDs assigned.
- Does NOT produce GDScript code
- Explicitly states that GDScript authoring belongs to `godot-gdscript-specialist`
- Redirects the request to `godot-gdscript-specialist`
- May note that the C# interface can be described so the gdscript-specialist knows the expected API shape
- Any hand-off it offers describes the existing C# system's API (its signals and public methods) for godot-gdscript-specialist to port — it contains no GDScript
### Case 3: Async signal awaiting
**Input:** "Wait for an animation to finish before transitioning game state using C# async."
@@ -43,7 +42,8 @@ No gate IDs assigned.
- Uses `await ToSignal(animationPlayer, AnimationPlayer.SignalName.AnimationFinished)`
- Does NOT use `Thread.Sleep()` or `Task.Delay()` as a polling substitute
- Notes that the calling method must be `async` and that fire-and-forget `async void` is only acceptable for event handlers
- Handles cancellation or timeout if the animation could fail to fire
- Checks `IsInstanceValid(this)` after the `await` before transitioning state — the node may have been freed while waiting
- If the animation might never finish (interrupted, replaced), raises that as an unspecified edge case for the user to decide; any timeout it adds uses `GetTree().CreateTimer()`, never `Task.Delay()`
### Case 4: Threading model conflict
**Input:** "This C# code accesses a Godot Node from a background Task thread to update its position."
@@ -51,7 +51,7 @@ No gate IDs assigned.
- Flags this as a race condition risk: Godot nodes are not thread-safe and must only be accessed from the main thread
- Does NOT approve or implement the multi-threaded node access pattern
- Provides the correct pattern: use `CallDeferred()`, `Callable.From().CallDeferred()`, or marshal back to the main thread via a thread-safe queue
- Explains the distinction between Godot's main thread requirement and .NET's thread-agnostic types
- Explains why the code compiles yet is unsafe: the `Task` body runs on a .NET thread-pool thread and nothing in C# stops it touching a Node — the main-thread rule belongs to Godot's scene tree
### Case 5: Context pass — Godot 4.6 API correctness
**Input:** Engine version context: Godot 4.6. Request: "Connect a signal using the new typed signal delegate pattern."
@@ -72,6 +72,7 @@ No gate IDs assigned.
- [ ] Flags multi-threaded Godot node access as unsafe and provides the correct pattern
- [ ] Uses typed signal delegates — not deprecated string-based Connect() calls
- [ ] Checks engine version reference for API changes before producing code
- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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