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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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Claude Opus 5.5
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## Agent Summary
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Domain: Godot shading language (GLSL-derivative), visual shaders (VisualShader graph), material setup, particle shaders, and post-processing effects.
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Does NOT own: gameplay code, art style direction.
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Model tier: Sonnet (default).
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No gate IDs assigned.
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---
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references Godot shading language / materials / post-processing)
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- [ ] `allowed-tools:` list includes Read, Write, Edit, Glob, Grep
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] `tools:` list includes Read, Write, Edit, Glob, Grep
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- [ ] Model tier is `sonnet` — frontmatter `model:` reads exactly `sonnet` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition references `docs/engine-reference/godot/VERSION.md` as the authoritative source for Godot shader API changes
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---
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**Input:** "Write an HLSL compute shader for this dissolve effect."
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**Expected behavior:**
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- Does NOT produce HLSL code
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- Clearly states: "Godot does not use HLSL directly; it uses its own shading language (a GLSL derivative)"
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- Translates the HLSL intent to the equivalent Godot shader approach
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- Notes that RenderingDevice compute shaders are available in Godot 4 but are a low-level API and flags it appropriately if that was the intent
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- States that Godot materials are written in Godot's own shading language (`.gdshader`, a GLSL derivative), not HLSL
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- Translates the HLSL intent into the equivalent `.gdshader` approach (noise threshold, `discard`, emission at the dissolve edge)
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- If a compute shader was really the intent, flags compute as a separate low-level path (RenderingDevice; unavailable on the Compatibility renderer) and brings in godot-gdextension-specialist for compute-shader offloading
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### Case 3: Post-cutoff API change — texture sampling (Godot 4.4)
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### Case 3: Post-cutoff API change — shader texture types (Godot 4.4)
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**Input:** "Use `texture()` with a sampler2D to sample the noise texture in the shader."
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**Expected behavior:**
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- Checks the version reference: Godot 4.4 changed texture sampler type declarations
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- Flags the potential API change: `sampler2D` syntax and `texture()` call behavior may differ from pre-4.4
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- Provides the correct syntax for the project's pinned version (4.6) as documented in migration notes
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- Does NOT use pre-4.4 texture sampling syntax without flagging the version risk
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- Checks the version reference before writing the shader (`VERSION.md`, then `breaking-changes.md` and `modules/rendering.md`)
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- Identifies what the 4.4 change covers: engine-side shader texture parameter/return types moved from `Texture2D` to `Texture` — script and engine API code that handles shader textures, not shading-language syntax
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- Uses `uniform sampler2D noise_texture;` with `texture(noise_texture, UV)` — the form its own patterns use; the reference records no change to shading-language sampling syntax
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- Does NOT invent a changed sampling syntax for 4.4–4.6, or rewrite `sampler2D` / `texture()` because of the 4.4 row
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### Case 4: Fragment shader LOD strategy
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**Input:** "The fragment shader for the water surface has 8 texture samples and is causing GPU bottlenecks on mid-range hardware."
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**Expected behavior:**
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- Identifies the per-fragment texture sample count as the primary cost driver
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- Proposes an LOD strategy:
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- Reduce sample count at distance (distance-based shader variant or LOD level)
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- Pre-bake some texture combinations offline
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- Use lower-resolution noise textures for distant samples
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- Reduce sample count at distance with a simplified LOD material for distant water, not a per-pixel distance branch in the fragment shader
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- Move UV/scroll math that does not need per-pixel evaluation into the vertex shader and pass it through a `varying`
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- Make sure the water textures are mipmapped (e.g. `filter_linear_mipmap`) so distant samples read smaller mip levels
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- Provides the shader code modification implementing the LOD approach
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- Does NOT change gameplay behavior of the water system
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**Input:** Engine version context: Godot 4.6. Request: "Add a bloom/glow post-processing effect to the scene."
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**Expected behavior:**
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- References the VERSION.md note: Godot 4.6 includes a glow rework
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- Produces glow configuration guidance using the 4.6 WorldEnvironment approach, not the pre-4.6 API
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- Explicitly notes which properties or parameters changed in the 4.6 glow rework
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- Because `VERSION.md` records `Installed at pin time` as NOT DETERMINED, asks which editor version is installed before tuning for the 4.6 glow behavior
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- Produces glow configuration guidance on the `WorldEnvironment` node's `Environment` resource
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- States the documented 4.6 change: glow now processes before tonemapping (it was after), with screen blending — so glow intensity/blend tuned on an earlier version will look different and may need re-tuning
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- Does NOT invent renamed or removed glow properties that `breaking-changes.md` and `modules/rendering.md` do not document
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- Flags any properties that the LLM's training data may have incorrect information about due to the post-cutoff timing
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---
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@@ -71,14 +72,15 @@ No gate IDs assigned.
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- [ ] Stays within declared domain (Godot shading language, materials, VFX shaders, post-processing)
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- [ ] Redirects gameplay code requests to gameplay-programmer
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- [ ] Produces valid Godot shading language — never HLSL or raw GLSL without a Godot wrapper
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- [ ] Writes material and post-process shaders as `.gdshader` (Godot shading language) — never HLSL
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- [ ] Checks engine version reference for post-cutoff shader API changes (4.4 texture types, 4.6 glow rework)
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- [ ] Returns structured output (shader code with uniforms documented, LOD strategies with performance rationale)
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- [ ] Flags any post-cutoff API usage as requiring verification
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- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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---
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## Coverage Notes
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- Dissolve shader (Case 1) should be paired with a visual test screenshot in `production/qa/evidence/`
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- Texture API flag (Case 3) confirms the agent checks VERSION.md before using APIs that changed post-4.3
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- Texture-type case (Case 3) confirms the agent reads what a post-cutoff change actually covers before applying it, instead of rewriting syntax the change does not touch
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- Glow rework (Case 5) is a Godot 4.6-specific test — verifies the agent applies the most recent migration notes
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