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
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# /setup-engine — Section 3: Look Up Current Version
> Part of `/setup-engine`. `SKILL.md` names when to read this file; the settings it
> resolved and the rules under its later headings still apply here.
## 3. Look Up Current Version
Once the engine is chosen:
- If version was provided, use it
- If no version provided, use WebSearch to find the latest stable release:
- Search: `"[engine] latest stable version [current year]"`
- Confirm with the user: "The latest stable [engine] is [version]. Use this?"
### Check the chosen version against what is actually installed
A version found by web search is what exists, not what the developer has. Pinning
one they cannot run means every later instruction — build, test, smoke, the
engine reference docs — targets an engine that is not on the machine.
Probe for the binary (Bash), and treat failure as unknown, never as absent:
| Engine | Probe |
|--------|-------|
| Godot | `godot --version`, else look for `godot`/`Godot_v*` on PATH or in the platform's usual install location (macOS: the binary inside the bundle, `Godot.app/Contents/MacOS/Godot`) |
| Unity | The Hub's editor directory, then that editor's `-version` — `C:/Program Files/Unity/Hub/Editor/<version>/Editor/Unity.exe` on Windows, `/Applications/Unity/Hub/Editor/<version>/Unity.app/Contents/MacOS/Unity` on macOS, `/home/<user>/Unity/Hub/Editor/<version>/Editor/Unity` on Linux. Not bare `Unity`: on `PATH` it may be Unity's separate CLI, which rejects `-version` |
| Unreal | The launcher's install directory (`UE_<version>` folders under `C:/Program Files/Epic Games/` on Windows); elsewhere, ask where the engine was built or installed. The editor is not on `PATH` by default |
Keep the executable the probe found (for Godot, whether bare `godot --version`
ran — that is, `godot` is on `PATH`): Section 5.5.1 writes it into `commands.*`
and `engine.path`.
Then:
- **Match** — say so in one line and continue.
- **Mismatch** — state both versions and ask, offering three options: pin the
installed version, pin the newer one and upgrade later, or pin the newer one
deliberately. Record the answer; do not pick silently.
- **Not found / probe failed** — report `installed version NOT DETERMINED` and
continue with the chosen version. Do **not** report this as "no engine
installed": a probe that could not run has not established absence.
Whatever the outcome, write it into Section 7's `VERSION.md` as an
`Installed at pin time` row, so a later reader can tell a deliberate
version-ahead pin from an accident.
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