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
@@ -2,8 +2,7 @@
## Agent Summary
Domain: Rendering pipeline, physics integration, memory management, resource loading, and core engine framework.
Does NOT own: gameplay mechanics (gameplay-programmer), editor/debug tool UI (tools-programmer).
Model tier: Sonnet (default).
Does NOT own: gameplay mechanics (gameplay-programmer), build infrastructure (devops-engineer), editor/debug tool UI (tools-programmer).
No gate IDs assigned.
---
@@ -11,8 +10,8 @@ No gate IDs assigned.
## Static Assertions (Structural)
- [ ] `description:` field is present and domain-specific (references rendering / memory / engine core)
- [ ] `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 `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
- [ ] Agent definition does not claim authority over gameplay mechanics or tool UI
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@@ -29,18 +28,18 @@ No gate IDs assigned.
- Output is compatible with the project's configured engine and language
### Case 2: Out-of-domain request — redirects correctly
**Input:** "Add a pause menu screen with volume sliders and a 'back to main menu' button."
**Input:** "Add a wall-jump ability to the player controller."
**Expected behavior:**
- Does NOT produce UI screen code
- Explicitly states that menu screens belong to `ui-programmer`
- Redirects the request to `ui-programmer`
- May note it can provide engine-level audio volume API endpoints for the ui-programmer to call
- Does NOT produce the wall-jump gameplay code
- Explicitly states that gameplay features belong to `gameplay-programmer`
- Redirects the request to `gameplay-programmer`
- If it offers an engine-level query the ability can call (e.g., wall contact and surface normal), that API does not depend on gameplay code (strict dependency direction)
### Case 3: Memory leak diagnosis
**Input:** "Memory usage grows by ~50MB per level load and never releases. We suspect the resource loading system."
**Expected behavior:**
- Produces a systematic diagnosis approach: reference counting audit, resource handle lifecycle check, cache invalidation review
- Identifies likely causes (orphaned resource handles, circular references, cache that never evicts)
- Diagnoses by measurement before changing code: memory baseline, repeated load/unload cycles, numbers documented (profile before and after)
- Audits the resource loading/caching and object lifecycle code it owns for references that are never released, naming likely causes (orphaned resource handles, circular references, a cache that never evicts)
- Produces a concrete fix for the identified leak pattern
- Provides a test to verify the fix (memory baseline before load, measure after unload, confirm return to baseline)
@@ -57,7 +56,7 @@ No gate IDs assigned.
**Expected behavior:**
- Reads the engine version reference and notes Godot 4.6 change: Jolt physics is now the default
- Produces configuration guidance that accounts for the Jolt-as-default change (4.6 migration note)
- Flags any API differences between GodotPhysics and Jolt that could affect existing code
- Flags the GodotPhysics3D→Jolt differences `docs/engine-reference/godot/modules/physics.md` documents — HingeJoint3D `damp` is unsupported under Jolt, collision margins may behave differently, Jolt warns at runtime about unsupported properties — and that existing projects keep their current engine setting; says the reference lists no other API differences rather than inventing any
- Does NOT suggest deprecated or pre-4.6 physics setup steps without noting they apply to older versions
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@@ -65,11 +64,12 @@ No gate IDs assigned.
## Protocol Compliance
- [ ] Stays within declared domain (rendering, physics, memory, resource loading, core framework)
- [ ] Redirects UI/menu requests to ui-programmer
- [ ] Redirects gameplay feature requests to gameplay-programmer and build infrastructure changes to devops-engineer
- [ ] Returns structured findings (implementation code, diagnosis steps, migration plans)
- [ ] Coordinates with lead-programmer before changing shared API surfaces
- [ ] Checks engine version reference before suggesting engine-specific APIs
- [ ] Provides test evidence for fixes (memory before/after, performance measurements)
- [ ] Asks "May I write this to [filepath]?" naming the file before writing
---