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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# Code Root Resolution
Shared procedure for any skill that reads, scans, counts or writes game source
files. Referenced from the point of use in each such skill. Those skills keep
the one load-bearing imperative inline — **an unresolved code root means the
check did not run** — and cite this file for the resolution order.
`.claude/docs/directory-structure.md` is the authority for which directory holds
code. This file is the procedure for applying it.
## The roots
| `engine.name` | Code root | Why it cannot be `src/` |
|---|---|---|
| Godot | `src/` | No constraint; Godot loads from `res://` anywhere under the project root |
| Unity | `Assets/` | Unity compiles **only** `Assets/` and `Packages/` |
| Unreal | `Source/<Module>/` | UnrealBuildTool discovers modules under `Source/`; content lives in `Content/` |
`src/` is the **Godot row of that table, not a universal path.**
## Resolution order
1. `engine.name` from `project.local.yaml`, then `project.yaml`.
2. The legacy mirror: an `Engine:` line in
`.claude/docs/technical-preferences.md`. A value of `[TO BE CONFIGURED]`
does not count.
3. Derivation from the tree, but **only when it is unambiguous**. Exactly one of
`src/`, `Assets/` or `Source/` present means that is the root. Two or more
present means the project is genuinely undecidable — do not guess.
4. Otherwise: **unresolved.**
The hooks already implement exactly this as `resolve_code_root()` in
`.claude/hooks/yaml-helper.sh`. Skills must match its semantics so that a hook
and a skill never disagree about where the code lives.
## Unresolved does not default to `src/`
This is the rule the whole file exists for, and it is obligation 2 of
`.claude/rules/skill-authoring.md`: an absent value may not default to the
permissive one.
**For a read or scan:** report `NOT ASSESSED — code root unresolved` and say
which check did not run. Never report zero hits.
A scan anchored to a root the project does not use matches nothing, and
**nothing is indistinguishable from a clean result.** A localization check finds
no hardcoded strings; a security scan finds no secrets; a content audit counts
no implemented content; a stage detector counts no source files and calls a
finished project greenfield. Every one of those reads as a pass. This has been
found repeatedly across skills and hooks, which is why the resolution lives in
one place now.
**For a write:** do not write. Report the unresolved root and stop.
Writing game code to the wrong root is worse than a false pass, because it
produces a project that cannot build: on Unity, source placed outside `Assets/`
is never compiled and never appears in the editor, so the work is silently
inert. Resolving the engine in order to pick a specialist agent is **not** the
same as resolving the code root — a skill can do the first correctly and still
write to the wrong directory.
## Applying it
Where a skill says `src/`, read it as *the code root* and substitute the table
above. Where a skill greps, glob the resolved root. Where a skill writes,
write under the resolved root and use the engine's own conventions beneath it
(`Assets/Scripts/<System>/` on Unity, `Source/<Module>/<System>/` on Unreal).