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
+2 -2
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@@ -14,7 +14,7 @@ ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
- Use `/architecture-decision` to create ADRs through the guided flow
**TR Registry:** `docs/architecture/tr-registry.yaml`
- Stable requirement IDs (e.g. `TR-MOV-001`) that link GDD requirements to stories
- Stable requirement IDs (e.g. `TR-movement-001`) that link GDD requirements to stories
- Never renumber existing IDs — only append new ones
- Updated by `/architecture-review` Phase 8
@@ -30,4 +30,4 @@ ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
Version-pinned engine API snapshots. **Always check here before using any
engine API** — the LLM's training data predates the pinned engine version.
Current engine: see `docs/engine-reference/godot/VERSION.md`
Current engine: see `docs/engine-reference/<engine>/VERSION.md` (`<engine>` is `godot`, `unity` or `unreal`, matching `engine.name` in `project.yaml`)