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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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# /setup-engine — Section 4: Update CLAUDE.md Technology Stack
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> Part of `/setup-engine`. `SKILL.md` names when to read this file; the settings it
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> resolved and the rules under its later headings still apply here.
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## 4. Update CLAUDE.md Technology Stack
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### Language Selection (Godot only)
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If Godot was chosen, ask the user which language to use **before** showing the proposed Technology Stack:
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> "Godot supports two primary languages:
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>
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> **A) GDScript** — Python-like, Godot-native, fastest iteration. Best for beginners, solo devs, and teams coming from Python or Lua.
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> **B) C#** — .NET 8+, familiar to Unity developers, stronger IDE tooling (Rider / Visual Studio), slight performance advantage on heavy logic.
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> **C) Both** — GDScript for gameplay/UI scripting, C# for performance-critical systems. Advanced setup — requires .NET SDK alongside Godot.
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>
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> Which will this project primarily use?"
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Record the choice. It determines the CLAUDE.md template, naming conventions, specialist routing, and which agent is spawned for code files throughout the project.
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### Primary Language (Unreal)
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If Unreal was chosen, ask via `AskUserQuestion`: "Will most gameplay logic live in
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C++ or in Blueprints?" — `[A] C++ (Blueprints for tuning and prototyping)` /
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`[B] Blueprint-primary (C++ only where needed)`. Default to C++ if the user has no
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preference. The answer sets `engine.language` (`"C++"` or `"Blueprint"`).
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---
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Read `CLAUDE.md` and show the user the proposed Technology Stack changes.
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Ask: "May I write these engine settings to `CLAUDE.md`?"
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Wait for confirmation before making any edits.
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Update the Technology Stack section, replacing the `[CHOOSE]` placeholders with the actual values:
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**For Godot** — use the template matching the language chosen above. See `references/godot-language-config.md` (**A1**) for all three variants (GDScript, C#, Both).
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**For Unity:**
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```markdown
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- **Engine**: Unity [version]
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- **Language**: C#
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- **Build System**: Unity Build Pipeline
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- **Asset Pipeline**: Unity Asset Import Pipeline + Addressables
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```
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**For Unreal:**
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```markdown
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- **Engine**: Unreal Engine [version]
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- **Language**: [C++ (primary), Blueprint (gameplay prototyping) | Blueprint (primary), C++ where needed]
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- **Build System**: Unreal Build Tool (UBT)
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- **Asset Pipeline**: Unreal Content Pipeline
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```
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The Language line follows the primary-language answer above: the first form for
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`[A]` (`engine.language: "C++"`), the second for `[B]` (`"Blueprint"`).
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### Engine reference import
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In the same CLAUDE.md write, set the **Engine Version Reference** import to the
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chosen engine. Find the line marked `ENGINE-REFERENCE-IMPORT` (an
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`@docs/engine-reference/<engine>/VERSION.md` line under its comment) and Edit it
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to point at the configured engine:
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- Godot → `@docs/engine-reference/godot/VERSION.md`
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- Unity → `@docs/engine-reference/unity/VERSION.md`
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- Unreal → `@docs/engine-reference/unreal/VERSION.md`
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This is why a fresh Unity or Unreal project no longer loads the Godot reference in
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every session. It is idempotent — re-running `/setup-engine` for a different
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engine rewrites the same line. (The target `docs/engine-reference/<engine>/`
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directory is created in Section 8 below if it does not yet exist.)
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---
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Reference in New Issue
Block a user