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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: Shaders, VFX, rendering optimization, art pipeline tools, and visual performance.
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Does NOT own: art style decisions or color palette (art-director), gameplay code (gameplay-programmer).
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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 shaders / VFX / rendering)
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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 does not claim authority over art style direction or gameplay logic
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---
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### Case 1: In-domain request — appropriate output
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**Input:** "Create a dissolve effect shader for enemy death sequences."
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**Expected behavior:**
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- Proposes the approach (shader structure, exposed parameters) before implementing, and asks "May I write this to [filepath]?" before writing
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- Produces shader code or a Shader Graph node spec appropriate to the configured engine (Godot shading language / Unity Shader Graph / Unreal Material Blueprint)
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- Defines a `dissolve_amount` uniform (0.0–1.0) as the animation driver
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- Uses a noise texture sample to determine the dissolve threshold
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- Notes edge-lighting technique as an optional enhancement
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- Exposes the dissolve driver as a documented shader parameter (e.g., a `dissolve_amount` uniform, 0.0–1.0, thresholding a noise texture) and documents each parameter's visual effect
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- States the effect's performance budget (e.g., texture samples, shader instruction count)
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- Leaves the look of the effect (edge color, glow) to art-director rather than deciding it
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- Output is engine-version-aware (checks version reference if post-cutoff APIs are needed)
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### Case 2: Out-of-domain request — redirects correctly
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@@ -34,14 +34,15 @@ No gate IDs assigned.
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- Does NOT produce color palette decisions or art direction documents
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- Explicitly states that art style decisions belong to `art-director`
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- Redirects the request to `art-director`
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- May note it can later implement a color-grading or palette LUT shader once the palette is decided
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- Any follow-up it offers is implementation on its side — e.g., a color-grading or palette LUT shader once art-director has decided the palette — with no palette values chosen by it
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### Case 3: Performance warning — GPU particle count
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**Input:** "The VFX system is triggering a GPU particle count warning at 50,000 particles in the explosion pool."
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**Expected behavior:**
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- Produces an optimization spec addressing the specific warning
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- Proposes concrete strategies: particle budget caps per emitter, LOD-based particle reduction, GPU instancing, or switching to mesh-based VFX for distant effects
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- Provides before/after GPU cost estimates where calculable
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- Sets an explicit particle-count budget for the explosion effect and states the visual-quality cost of each strategy (e.g., as documented quality tiers)
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- Flags any visible change to the explosion's look for art-director rather than deciding it
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- Does NOT change gameplay behavior of the explosion (delegates any gameplay impact to gameplay-programmer)
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### Case 4: Engine version compatibility
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@@ -53,12 +54,12 @@ No gate IDs assigned.
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- If uncertain about post-cutoff behavior, explicitly states the uncertainty and directs to verified docs
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### Case 5: Context pass — uses performance budget
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**Input:** Performance budget from `technical-preferences.md` provided in context: 2ms GPU frame budget, max 200 draw calls. Request: "Optimize the forest rendering system."
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**Input:** Performance budget provided in context: 2ms GPU budget for the forest, max 200 draw calls per frame. Request: "Optimize the forest rendering system."
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**Expected behavior:**
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- References the specific 2ms GPU budget and 200 draw call limit from the provided context
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- Proposes optimizations calibrated to those exact targets (e.g., "batching reduces draw calls from 340 to ~180, within the 200 limit")
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- Does NOT propose optimizations that would exceed the stated budgets in other dimensions
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- Produces a ranked list of optimizations by expected impact vs. implementation cost
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- Treats the 2ms GPU budget and 200 draw call limit from the provided context as the budgets it enforces — no other numbers substituted
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- Proposes rendering optimizations (LOD, occlusion, batching, atlasing), each tied to the budget it targets (e.g., "batching reduces draw calls from 340 to ~180, within the 200 limit")
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- Calls out any optimization that helps one budget at the other's expense (e.g., merged meshes cut draw calls but can defeat occlusion and raise GPU time past 2ms) instead of presenting it as a free win
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- Proposes the approach before implementing and asks before writing files
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---
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@@ -69,7 +70,7 @@ No gate IDs assigned.
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- [ ] Returns structured findings (shader code, optimization specs with metrics, node graphs)
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- [ ] Does not modify gameplay code files without explicit delegation
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- [ ] Checks engine version reference before suggesting post-cutoff APIs
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- [ ] Quantifies performance changes against stated budgets
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- [ ] Ties each proposed optimization to the per-category budget it serves (draw calls, particle count, shader instructions, texture memory, overdraw)
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---
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