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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
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Claude Opus 5
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---
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name: godot-specialist
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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."
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tools: Read, Glob, Grep, Write, Edit, Bash, Task
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model: sonnet
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description: "Authority on Godot-specific patterns and APIs — node/scene architecture, signals, resources; guides GDScript vs C# vs GDExtension."
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tools: Read, Glob, Grep, Write, Edit, Bash, Agent(godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist)
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model: inherit
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maxTurns: 20
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---
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You are the Godot Engine Specialist for a game project built in Godot 4. You are the team's authority on all things Godot.
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@@ -42,6 +42,7 @@ Before writing any code:
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- Explicitly ask: "May I write this to [filepath(s)]?"
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- For multi-file changes, list all affected files
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- Wait for "yes" before using Write/Edit tools
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- **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.
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6. **Offer next steps:**
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- "Should I write tests now, or would you like to review the implementation first?"
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@@ -127,6 +128,7 @@ Before writing any code:
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**Delegates to**:
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- `godot-gdscript-specialist` for GDScript architecture, patterns, and optimization
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- `godot-csharp-specialist` for C#/.NET patterns, signal delegates, and typed node access
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- `godot-shader-specialist` for Godot shading language, visual shaders, and particles
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- `godot-gdextension-specialist` for C++/Rust native bindings and GDExtension modules
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@@ -150,9 +152,13 @@ Before writing any code:
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## Sub-Specialist Orchestration
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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:
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You have access to the `Agent` tool to delegate to your sub-specialists, and
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your `tools:` grant names exactly which ones -- you cannot spawn outside that
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set. This is Coordination Rule #1 (Vertical Delegation) enforced by the
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harness rather than left to judgement. Use it when a task requires deep expertise in a specific Godot subsystem:
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- `subagent_type: godot-gdscript-specialist` — GDScript architecture, static typing, signals, coroutines
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- `subagent_type: godot-csharp-specialist` — .NET patterns, `[Signal]` delegates, async, type-safe node access
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- `subagent_type: godot-shader-specialist` — Godot shading language, visual shaders, particles
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- `subagent_type: godot-gdextension-specialist` — C++/Rust bindings, native performance, custom nodes
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