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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
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co-authored by
Claude Opus 5.5
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b21fa0f7f2
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@@ -92,11 +92,10 @@ phases:
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name: "Engine Setup"
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command: /setup-engine
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required: true
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# v1.1: engine.name in project.yaml is the primary source; technical-
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# preferences.md is the legacy fallback. Checking only the legacy file
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# made a correctly-configured project fail this REQUIRED gate.
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# engine.name in project.yaml is the primary source; technical-
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# preferences.md is the legacy fallback. Either one completes the step.
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# /setup-engine writes the value quoted (`name: "Godot"`), so the quote
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# is optional; without it only the legacy alternative ever matched.
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# is optional in the first alternative.
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# Single-quoted so the `"` needs no escape — artifact-check.sh strips
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# the outer quotes and does not unescape.
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artifact:
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@@ -104,9 +103,7 @@ phases:
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- glob: "project.yaml"
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pattern: 'name:[[:space:]]*"?(Godot|Unity|Unreal)'
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# technical-preferences.md writes "- **Engine**: Godot 4.6", so the
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# pattern must clear the bold markers. The previous "Engine: [^[]"
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# required a literal "Engine: " and therefore never matched any
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# file /setup-engine produces. The [^[] guard rejects the
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# pattern must clear the bold markers. The [^[] guard rejects the
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# "[TO BE CONFIGURED]" placeholder.
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- glob: ".claude/docs/technical-preferences.md"
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pattern: '\*\*Engine\*\*: [^[]'
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@@ -219,11 +216,6 @@ phases:
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- id: accessibility-doc
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name: "Accessibility Requirements"
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# This step had no `command:` at all -- the only artifact entry in the
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# catalog that named no producer. It was REQUIRED, so the Technical
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# Setup -> Pre-Production gate could never pass, and the remediation
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# every skill printed ("run /ux-design") wrote into design/ux/ where
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# this glob does not look. /ux-design now has an `accessibility` mode.
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command: /ux-design
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required: true
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artifact:
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@@ -289,10 +281,10 @@ phases:
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command: /prototype
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required: false
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artifact:
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# /prototype writes prototypes/[name]-concept/REPORT.md -- it has never
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# written a README. The `-concept` suffix is load-bearing: /vertical-slice
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# writes the same REPORT.md basename under `-vertical-slice`, so a bare
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# `prototypes/*/REPORT.md` here would let either step satisfy the other.
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# /prototype writes prototypes/[name]-concept/REPORT.md. The `-concept`
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# suffix matters: /vertical-slice writes the same REPORT.md basename
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# under `-vertical-slice`, so a bare `prototypes/*/REPORT.md` here
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# would let either step satisfy the other.
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glob: "prototypes/*-concept/REPORT.md"
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min_count: 1
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description: "Build a throwaway prototype to validate the core mechanic is fun before committing to full production. Recommended for first-time mechanics or high-risk design decisions. Solo devs with proven concepts may skip."
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@@ -331,9 +323,9 @@ phases:
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command: /vertical-slice
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required: false
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artifact:
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# Must stay scoped to `-vertical-slice`: the untethered form matched
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# /prototype's concept report, so running only /prototype silently
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# marked the vertical slice complete and skipped the validation the
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# Scoped to `-vertical-slice`: an unscoped form would match
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# /prototype's concept report, so running only /prototype would mark
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# the vertical slice complete and skip the validation the
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# Pre-Production → Production gate exists to require.
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glob: "prototypes/*-vertical-slice/REPORT.md"
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min_count: 1
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@@ -454,8 +446,6 @@ phases:
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required: true
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artifact:
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# /playtest-report writes production/qa/playtests/, not production/playtests/.
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# The old glob matched nothing on every project, so this REQUIRED step
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# read as 0/3 forever no matter how many playtests were actually run.
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glob: "production/qa/playtests/*.md"
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min_count: 3
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description: "Cover: new player experience, mid-game systems, difficulty curve"
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