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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# /test-setup — Phase 1: Detect Engine and Existing State
> Part of `/test-setup`. `SKILL.md` names when to read this file; the settings it
> resolved and the rules under its later headings still apply here.
## Phase 1: Detect Engine and Existing State
1. **Read engine config**:
- Read `engine.name` from `project.yaml`; if that key is absent or empty
(including when `project.yaml` has no `engine:` block), fall back to the
`Engine:` value in `.claude/docs/technical-preferences.md`.
- If neither source yields a configured engine (project.yaml `engine.name`
absent/empty and technical-preferences.md shows `[TO BE CONFIGURED]` or is
missing), stop:
"Engine not configured. Run `/setup-engine` first, then re-run `/test-setup`."
2. **Check for existing test infrastructure**:
- Glob `tests/` — does the directory exist?
- Glob `tests/unit/` and `tests/integration/` — do subdirectories exist?
- Glob `.github/workflows/` — does a CI workflow file exist?
- Glob `addons/gdUnit4/bin/GdUnitCmdTool.gd` (Godot — note the capital U) or
`Assets/Tests/EditMode/` (Unity) or `Source/*/Private/Tests/` (Unreal) for
engine-specific artifacts. These are the **test roots** in
`.claude/docs/directory-structure.md`; tests anywhere else are never compiled
on Unity or Unreal.
3. **Report findings**:
- "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
- If everything already exists AND `force` argument was not passed:
"Test infrastructure appears to be in place. Re-run with `/test-setup force`
to regenerate. Proceeding will not overwrite existing test files."
If the `force` argument is passed, skip the "already exists" early-exit and
proceed — but still do not overwrite files that already exist at a given path.
Only create files that are missing.
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