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
@@ -191,6 +191,13 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
**Replaces:** Old `CommandBuffer.Execute()` pattern.
**This is URP's API.** `RecordRenderGraph` overrides URP's `ScriptableRenderPass`.
HDRP custom passes are a separate API: a `CustomPass` subclass, run from a Custom
Pass Volume, overrides `Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)`,
`Execute(CustomPassContext ctx)` and `Cleanup()` (HDRP 17.3, *Create a Custom
Pass in a C# script*:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.3/manual/Custom-Pass-Scripting.html).
---
## Performance
@@ -296,6 +303,40 @@ public IEnumerator Player_TakesDamage_HealthDecreases() {
---
## Command Line — Tests
Documented (Unity Manual, *Run tests from the command line*; Test Framework
command-line reference):
`<Unity editor> -runTests -batchmode -projectPath <path> -testPlatform <platform> -testResults <file>`.
`-batchmode` removes the need for user input. `-testPlatform` takes `EditMode`,
`PlayMode` (Play Mode tests in the Editor) or a player platform; with no value,
tests run in Edit Mode. `-testResults` defaults to the project root, and the
file follows NUnit's XML format: the `<test-run>` element carries
`testcasecount`, `result`, `passed` and `failed`, and each `<test-case>` a
`fullname` and a `result` of `Passed`, `Failed`, `Inconclusive` or `Skipped`.
Unity defines no common exit codes for test runs.
Observed on Unity 6000.3.23f1 — not in the docs:
- `-runTests` exits 0 when every test passes and 2 when one fails; 1 is a
compile error (no results file is written), 3 a failed run, 4 an unknown
`-testPlatform`. It exits by itself — no `-quit`.
- Tests outside `Assets/` are never compiled: the run reports
`testcasecount="0"`, `result="Passed"` and exits 0 — a false pass.
- Without the `com.unity.test-framework` package, `-runTests` hangs rather
than failing.
- `Unity` on `PATH` may be Unity's separate CLI, not the editor; it rejects
`-batchmode` and `-version` with exit 2. Name the editor executable by its
full path.
- `-batchmode -quit -projectPath . -logFile -` exits 1 on a compile error and
0 when clean.
Sources:
- Run tests from the command line: https://docs.unity3d.com/6000.3/Documentation/Manual/test-framework/run-tests-from-command-line.html
- Test Framework command-line arguments: https://docs.unity3d.com/Packages/com.unity.test-framework@1.4/manual/reference-command-line.html
- NUnit test result XML format: https://docs.nunit.org/articles/nunit/technical-notes/usage/Test-Result-XML-Format.html
---
## Debugging
### Use Logging Best Practices