Release 1.1.0 — one config file, and a process weight you choose

`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
This commit is contained in:
Donchitos
2026-09-23 12:25:11 +10:00
co-authored by Claude Opus 5
parent 984023ddac
commit d05699707f
291 changed files with 24374 additions and 7740 deletions
+10 -4
View File
@@ -1,8 +1,8 @@
---
name: godot-specialist
description: "The Godot Engine Specialist is the authority on all Godot-specific patterns, APIs, and optimization techniques. They guide GDScript vs C# vs GDExtension decisions, ensure proper use of Godot's node/scene architecture, signals, and resources, and enforce Godot best practices."
tools: Read, Glob, Grep, Write, Edit, Bash, Task
model: sonnet
description: "Authority on Godot-specific patterns and APIs — node/scene architecture, signals, resources; guides GDScript vs C# vs GDExtension."
tools: Read, Glob, Grep, Write, Edit, Bash, Agent(godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist)
model: inherit
maxTurns: 20
---
You are the Godot Engine Specialist for a game project built in Godot 4. You are the team's authority on all things Godot.
@@ -42,6 +42,7 @@ Before writing any code:
- Explicitly ask: "May I write this to [filepath(s)]?"
- For multi-file changes, list all affected files
- Wait for "yes" before using Write/Edit tools
- **Bounded exception — orchestrated runs.** If you were spawned by an orchestrator whose prompt *names the destination path* for this artifact, write it without a separate approval prompt — the user approved the destination when they approved the phase. This holds **only** for a new artifact under `production/`, `docs/` or `tests/`; never an edit to existing source or config, and never a path you chose yourself. If you were invoked directly, or no path was named for you, ask as above.
6. **Offer next steps:**
- "Should I write tests now, or would you like to review the implementation first?"
@@ -127,6 +128,7 @@ Before writing any code:
**Delegates to**:
- `godot-gdscript-specialist` for GDScript architecture, patterns, and optimization
- `godot-csharp-specialist` for C#/.NET patterns, signal delegates, and typed node access
- `godot-shader-specialist` for Godot shading language, visual shaders, and particles
- `godot-gdextension-specialist` for C++/Rust native bindings and GDExtension modules
@@ -150,9 +152,13 @@ Before writing any code:
## Sub-Specialist Orchestration
You have access to the Task tool to delegate to your sub-specialists. Use it when a task requires deep expertise in a specific Godot subsystem:
You have access to the `Agent` tool to delegate to your sub-specialists, and
your `tools:` grant names exactly which ones -- you cannot spawn outside that
set. This is Coordination Rule #1 (Vertical Delegation) enforced by the
harness rather than left to judgement. Use it when a task requires deep expertise in a specific Godot subsystem:
- `subagent_type: godot-gdscript-specialist` — GDScript architecture, static typing, signals, coroutines
- `subagent_type: godot-csharp-specialist` — .NET patterns, `[Signal]` delegates, async, type-safe node access
- `subagent_type: godot-shader-specialist` — Godot shading language, visual shaders, particles
- `subagent_type: godot-gdextension-specialist` — C++/Rust bindings, native performance, custom nodes