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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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@@ -212,13 +212,12 @@ public:
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// Tags
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// ⚠️ UNVERIFIED FOR 5.7 — `AbilityTags` may be deprecated in favour of
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// SetAssetTags()/GetAssetTags(). Reported by the `unreal-specialist`
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// agent (2026-08-12), which believed the change landed around 5.5 and
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// correctly REFUSED to emit code on a symbol it could not verify.
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// NOT SOURCEABLE offline: this repo has no 5.7 API dump to check against,
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// and the same knowledge-gap warning that governs the agent governs this
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// file. Verify against the UE 5.7 docs before using this snippet, and
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// correct both occurrences (here and ~line 328) together.
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// SetAssetTags()/GetAssetTags(); the change is believed to have landed
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// around 5.5.
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// NOT SOURCEABLE — the 5.7 tag API for abilities is not covered by
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// docs/engine-reference/unreal/ (no 5.7 API dump). Verify against the UE
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// 5.7 docs before using this snippet, and correct both occurrences (here
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// and in "Use Tags in Abilities") together.
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AbilityTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Attack.Fireball")));
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}
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