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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-specific patterns, node/scene architecture, signals, resources, and GDScript vs C# vs GDExtension decisions.
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Does NOT own: actual code authoring in a specific language (delegates to language sub-specialists).
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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 architecture / node patterns / engine decisions)
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- [ ] `allowed-tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] `tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition references `docs/engine-reference/godot/VERSION.md` as the authoritative API source
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---
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- Produces a pattern decision guide with rationale:
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- Signals: decoupled communication, parent-to-child ignorance, event-driven UI updates, one-to-many notification
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- Direct calls: tightly-coupled systems where the caller needs a return value, or performance-critical hot paths
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- Provides concrete examples of each pattern in the project's context
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- Illustrates each side with a concrete Godot case (e.g., a child health component emitting a typed `health_changed` signal that its parent or the HUD listens to; a parent calling a method on a child it owns)
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- Does NOT produce raw code for both patterns — refers to gdscript-specialist or csharp-specialist for implementation
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- Notes the "no upward signals" convention (child does not call parent methods directly — uses signals instead)
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- Notes the "call down, signal up" convention: a child does not call its parent's methods directly — it emits a signal — so each scene stays self-contained with no implicit dependency on its parent
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### Case 2: Wrong-engine redirect
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**Input:** "Write a MonoBehaviour that runs on Start() and subscribes to a UnityEvent."
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**Expected behavior:**
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- Does NOT produce Unity MonoBehaviour code
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- Clearly identifies that this is a Unity pattern, not a Godot pattern
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- Provides the Godot equivalent: a Node script using `_ready()` instead of `Start()`, and Godot signals instead of UnityEvent
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- Confirms the project is Godot-based and redirects the conceptual mapping
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- Maps the concepts to Godot: `_ready()` instead of `Start()`, and a typed Godot `signal` connected in `_ready()` instead of a UnityEvent
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- Grounds the answer in the project's engine pin (`docs/engine-reference/godot/VERSION.md`, Godot 4.6) rather than asking which engine the project uses
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- Routes the actual node script to godot-gdscript-specialist or godot-csharp-specialist rather than writing it itself
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- Variant: with `engine.name: Unity` in `project.yaml`, it says it is the wrong specialist for this project instead of mapping the concepts
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### Case 3: Post-cutoff API risk
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**Input:** "Use the new Godot 4.5 @abstract annotation to define an abstract base class."
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**Expected behavior:**
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- Identifies that `@abstract` is a post-cutoff feature (introduced in Godot 4.5, after LLM knowledge cutoff)
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- Flags the version risk: LLM knowledge of this annotation may be incomplete or incorrect
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- Directs the user to verify against `docs/engine-reference/godot/VERSION.md` and the official 4.5 migration guide
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- Provides best-effort guidance based on the migration notes in the version reference while clearly marking it as unverified
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- Flags the version risk: LLM knowledge of this annotation may be incomplete or incorrect, so the reference docs take precedence
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- Confirms the feature against the version reference before answering — `docs/engine-reference/godot/breaking-changes.md` lists the `@abstract` decorator in its 4.4 → 4.5 table
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- Flags the installed-version gap: `VERSION.md` records `Installed at pin time` as NOT DETERMINED, so the installed editor must be confirmed as 4.5 or later before `@abstract` code will parse
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- Routes the class authoring to godot-gdscript-specialist rather than writing the class itself
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### Case 4: Language selection for a hot path
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**Input:** "The physics query loop runs every frame for 500 objects. Should we use GDScript or C# for this?"
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- Provides a balanced analysis:
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- GDScript: simpler, team familiar, but slower for tight loops
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- C#: faster for CPU-intensive loops, requires .NET runtime, team needs C# knowledge
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- Does NOT make the final decision unilaterally
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- Defers the decision to `lead-programmer` with the analysis as input
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- Does NOT make the final decision unilaterally — presents the trade-off for the user to decide
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- Flags that bringing C#/.NET (or a GDExtension module) into the project is a major tech choice that needs `technical-director` sign-off, not a call it makes alone
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- Notes that GDExtension (C++) is a third option for extreme performance cases and recommends escalating if C# is insufficient
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### Case 5: Context pass — engine version 4.6
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**Input:** Engine version context provided: Godot 4.6, Jolt as default physics. Request: "Set up a RigidBody3D for the player character."
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**Expected behavior:**
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- Reads the 4.6 context and applies the Jolt-default knowledge (from VERSION.md migration notes)
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- Recommends RigidBody3D configuration choices that are Jolt-compatible (e.g., notes any GodotPhysics-specific settings that behave differently under Jolt)
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- References the 4.6 migration note about Jolt becoming default rather than relying on LLM training data alone
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- Flags any RigidBody3D properties that changed behavior between GodotPhysics and Jolt
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- Reads the 4.6 context and the physics module reference (`docs/engine-reference/godot/modules/physics.md`) rather than relying on LLM training data alone
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- States what the reference documents: Jolt is the default 3D engine for new projects, but existing projects keep their setting — so it checks Project Settings → Physics → 3D → Physics Engine before assuming Jolt
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- Carries over the documented Jolt differences that apply: collision margins may behave differently, and Jolt emits runtime warnings for properties it does not support (e.g. HingeJoint3D `damp`)
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- Does NOT invent RigidBody3D property changes between GodotPhysics and Jolt — the reference documents none, and it says so
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---
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- [ ] Returns structured findings (decision trees, pattern recommendations with rationale)
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- [ ] Treats `docs/engine-reference/godot/VERSION.md` as authoritative over LLM training data
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- [ ] Flags post-cutoff API usage (4.4, 4.5, 4.6) with verification requirements
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- [ ] Defers language-selection decisions to lead-programmer when trade-offs exist
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- [ ] Leaves language-selection decisions to the user and routes adoption of a new language or runtime to technical-director
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- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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---
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