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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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Claude Opus 5.5
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# /setup-engine — Section 7.5: Scaffold the Engine Project
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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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## 7.5 Scaffold the Engine Project
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**Without this step the framework produces source files no engine can open.**
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`/dev-story` writes `.gd`/`.cs`/`.cpp` under the resolved code root, and the `minimal` path
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advertises "four steps to running code" — but nothing anywhere created a project
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for the engine to load. Verified by grep across every skill: no `project.godot`,
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no Unity project, no `.uproject` was ever written. The files were real and
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orphaned.
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### Godot — write `project.godot` if one is absent
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**Never overwrite an existing `project.godot`.** If the file is already there,
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say so and skip to Section 8 — the developer has a project and its settings are
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theirs.
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Show the proposed file, then ask: *"May I create `project.godot` at the repo
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root?"* On approval, write:
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```ini
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config_version=5
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[application]
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config/name="<project name>"
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config/features=PackedStringArray("<major.minor>", "<renderer feature>")
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[rendering]
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renderer/rendering_method="<rendering method>"
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```
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Fill it from decisions already made — do not ask again:
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| Field | Source |
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|-------|--------|
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| `config/name` | the brief's working title, else the repo directory name |
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| `<major.minor>` | `engine.version` from Section 3, major and minor only (`4.7.2` → `4.7`) |
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| `<renderer feature>` / `<rendering method>` | the `rendering` value chosen in Section 5.5.1 — Compatibility → `"GL Compatibility"` / `gl_compatibility`; Forward+ → `"Forward Plus"` / `forward_plus`; Mobile → `"Mobile"` / `mobile` |
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**Leave `run/main_scene` unset.** There is no scene yet at engine-setup time.
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Add a comment saying `/dev-story` or the developer sets it once a scene exists;
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an empty project with no main scene opens fine in the editor.
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**Then verify, and report what the verification actually was.** If the engine
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binary was found in Section 3, run its headless import
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(`godot --headless --path . --import`) and report the result — read the output
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for `ERROR`, because the import exits 0 even when something in the project
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fails to load. If the binary was
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not found, or its version differs from the pinned one, write
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**`project.godot NOT VERIFIED — <reason>`**. The `config_version` and feature
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strings are stable across Godot 4.x, but "stable in the versions I know" is not
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the same as "checked against the version you pinned", and only the run
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establishes the latter.
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### Unity and Unreal — instruct, do not fabricate
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A Unity project and an `.uproject` are editor-generated and span many files,
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several of them binary or machine-specific. This repo cannot source their
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correct contents, and a hand-written scaffold would be the exact failure
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Section 7's sourcing rule forbids — something that looks finished and is quietly
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wrong.
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Tell the user, in one short block, that CCGS does not create the project for
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these engines and they should create it first:
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- **Unity** — create the project in Unity Hub at the repo root, choosing the
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template matching the 2D/3D answer from Section 2, then re-run `/setup-engine`.
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- **Unreal** — create the project in the Epic launcher or via `UnrealEditor`,
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then re-run.
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Report the outcome in the Section 12 summary either way — created, already
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present, or "not created, engine requires the editor" — so the user leaves this
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skill knowing whether a runnable project exists.
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> **Deliberately not a `project.yaml` key.** An `engine.project_scaffolded` flag
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> would be written here and read by nothing, which is a dead setting — the same
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> writer-without-reader defect the config gates exist to catch. The filesystem is
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> the source of truth: any skill that needs to know globs for `project.godot`,
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> `*.uproject`, or `ProjectSettings/ProjectVersion.txt`.
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---
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