Release 1.1.3 — long skills keep their later steps

Fix release for 1.1.2: the 14 longest skills keep their later phases
after a compaction, a question nobody answered is never taken as an
answer, settings read the same from a subfolder, the commit check works
for a project in a subfolder of a larger repository, every skill opens
with a title, and the shipped allow rules no longer approve deleting a
branch or writing files without asking. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.2 → v1.1.3).

Refs #83
Refs #133

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
This commit is contained in:
Donchitos
2026-10-08 17:52:48 +11:00
co-authored by Claude Opus 5.5
parent b21fa0f7f2
commit be8993bbc5
231 changed files with 12000 additions and 10527 deletions
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> - PlayStation Accessibility (Sony Guidelines) [Yes / No / Partial]
> - Apple / Google Accessibility Guidelines [Yes / No / N/A — mobile only]
> **Accessibility Consultant**: [Name and organization, or "None engaged"]
> **Linked Documents**: `design/gdd/systems-index.md`, `docs/ux/interaction-pattern-library.md`
> **Linked Documents**: `design/gdd/systems-index.md`, `design/ux/interaction-patterns.md`
> **Why this document exists**: Per-screen accessibility annotations belong in
> UX specs. This document captures the project-wide accessibility commitments,
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> **Who may move this to `Accepted`: the user, or `technical-director` on the
> user's explicit confirmation. No other agent, and no skill on its own.**
> Stated here because every consumer of this field enforces the *consequences*
> of acceptance (stories referencing a `Proposed` ADR are set `Blocked`; epics
> require `Accepted`), so something has to say who may produce it. `technical-director` is the role `coordination-rules.md`
> already escalates technical conflicts to, and an ADR is exactly that decision
> made durable.
> Why this is stated here: stories referencing a `Proposed` ADR are set `Blocked`,
> and epics require `Accepted`, so the field needs a named owner.
> `technical-director` is the role `coordination-rules.md` already escalates
> technical conflicts to, and an ADR is that decision made durable.
>
> This does **not** relax the existing rule that `Status: Accepted` is never set
> without explicit user confirmation — it narrows *which agent* may set it once
@@ -59,10 +58,9 @@ chosen approach.]
> `/architecture-decision`, `/story-readiness`, `/propagate-design-change` and
> `gate-pre-production.md`; a missing row counts as critical. At `standard`,
> `/create-stories` **stops** for a missing critical ADR and only **warns** for a
> non-critical one, so this row decides whether a run halts. Earlier revisions of
> this template recorded no layer at all, leaving those sites to infer one from
> the referencing epic — which gives the wrong answer whenever a Foundation-layer
> ADR is referenced by a Core-layer epic, the common case.
> non-critical one, so this row decides whether a run halts. Do not infer the
> layer from the referencing epic: a Foundation-layer ADR is commonly referenced
> by a Core-layer epic, which would give the wrong answer.
>
> The vocabulary is the same `Foundation / Core / Feature / Presentation` that
> epics and stories already carry — do not invent a fifth value, and do not
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> **Status**: Draft | In Review | Approved
> **Author**: [game-designer / systems-designer]
> **Last Updated**: [Date]
> **Links To**: `design/gdd/game-concept.md`
> **Links To**: `design/gdd/game-concept.md` (or `design/game-brief.md`)
> **Relevant GDDs**: [e.g., `design/gdd/combat.md`, `design/gdd/progression.md`]
---
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> **Related Documents**:
> - `design/art/art-bible.md` — visual standards (colors, typography, iconography)
> - `design/accessibility-requirements.md` — accessibility commitments per feature
> - `docs/ux/ux-spec-[screen].md` — individual screen specs that reference patterns
> - `design/ux/[screen].md` — individual screen specs that reference patterns
>
> **Template**: Interaction Pattern Library
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> **Status**: Draft | In Review | Approved
> **Author**: [game-designer / creative-director]
> **Last Updated**: [Date]
> **Links To**: `design/gdd/game-concept.md`, `design/gdd/game-pillars.md`
> **Links To**: `design/gdd/game-concept.md` (or `design/game-brief.md`), `design/gdd/game-pillars.md`
---
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> **Date**: [YYYY-MM-DD]
> **Prototype Path**: [HTML / Engine / Paper]
> **Concept File**: design/gdd/game-concept.md (if exists)
> **Concept File**: design/gdd/game-concept.md, or design/game-brief.md (if either exists)
---
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# Active Session State — [project or branch]
<!--
THE CONTRACT. Read this before editing the file or any hook that consumes it.
HOW THIS FILE WORKS. Read this before editing it.
This file has TWO regions and they are not interchangeable:
@@ -14,12 +14,10 @@
and for a returning agent that wants detail. No hook ever injects it, so
it may grow — but see Rotation below.
Why the split exists: before it, `active.md` was one append-only file doing
both jobs. It reached 712 lines / 44 KB, and each consumer invented its own
slice of it — the status line parsed for a STATUS block nothing wrote,
pre-compact injected `head -100` (12.7 KB), and session-start previewed
`tail -20`, the opposite end. They disagreed because there was no contract to
agree on. Now every consumer reads the named region.
Why the split exists: one append-only file doing both jobs grows without
bound, and every consumer then reads a different slice of it: the top, the
bottom, or a block nothing writes. They disagree because there is no contract
to agree on. With the named regions, every consumer reads the same part.
ROTATION. When the narrative below grows past ~200 lines, move it to
`production/session-logs/` and start it fresh:
@@ -71,6 +69,6 @@ or agent picking this up cold.]
long the narrative gets.
Write it so a cold reader can resume without reading anything else. "Current
task: fixing the thing" is useless; "Current task: wiring modes.rigor into
/gate-check section 6.4" is not.
task: fixing the thing" is useless; "Current task: adding wall-jump to
player_movement.gd" is not.
-->
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> **Status**: [Draft / Under Review / Approved]
> **Created**: [Date]
> **Last Updated**: [Date]
> **Source Concept**: design/gdd/game-concept.md
> **Source Concept**: design/gdd/game-concept.md (or design/game-brief.md)
---
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> **Platform Target**: [PC | Console | Mobile | All — list all that this spec covers]
> **Related GDDs**: [Links to the GDD sections that generated this UI requirement — e.g., `design/gdd/inventory.md § UI Requirements`]
> **Related ADRs**: [Any architectural decisions that constrain this screen — e.g., `ADR-0012: UI Framework Selection`]
> **Related UX Specs**: [Sibling and parent screens — e.g., `ux-spec-pause-menu.md`, `ux-spec-settings.md`]
> **Related UX Specs**: [Sibling and parent screens — e.g., `pause-menu.md`, `settings.md`]
> **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
> **Template**: UX Spec
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> **Date**: [YYYY-MM-DD]
> **Slice Duration**: [N days]
> **Target Scope**: 3–5 minutes of polished, continuous gameplay
> **Source GDD**: design/gdd/game-concept.md
> **Source GDD**: design/gdd/game-concept.md (or design/game-brief.md)
---