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
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co-authored by Claude Opus 5
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## Model Tier Assignment
Skills and agents are assigned to model tiers based on task complexity:
Read `.claude/docs/model-tiers.md` on demand. It carries the tier table, the
per-skill assignments and the authoring rule.
| Tier | Model | When to use |
|------|-------|-------------|
| **Haiku** | `claude-haiku-4-5-20251001` | Read-only status checks, formatting, simple lookups — no creative judgment needed |
| **Sonnet** | `claude-sonnet-4-6` | Implementation, design authoring, analysis of individual systems — default for most work |
| **Opus** | `claude-opus-4-6` | Multi-document synthesis, high-stakes phase gate verdicts, cross-system holistic review |
Skills with `model: haiku`: `/help`, `/sprint-status`, `/story-readiness`, `/scope-check`,
`/project-stage-detect`, `/changelog`, `/patch-notes`, `/onboard`
Skills with `model: opus`: `/review-all-gdds`, `/architecture-review`, `/gate-check`
All other skills default to Sonnet. When creating new skills, assign Haiku if the
skill only reads and formats; assign Opus if it must synthesize 5+ documents with
high-stakes output; otherwise leave unset (Sonnet).
**One line of it is load-bearing enough to restate here:** a skill's `model:`
frontmatter is **declared but not applied** — Claude Code reads it and serves the
skill from the session model regardless. Never tell a user that a skill's tier
is saving them money. The agent-side `model:` is a different mechanism and is
untested, not known-broken.
## Subagents vs Agent Teams
This project uses two distinct multi-agent patterns:
### Subagents (current, always active)
Spawned via `Task` within a single Claude Code session. Used by all `team-*` skills
and orchestration skills. Subagents share the session's permission context, run
sequentially or in parallel within the session, and return results to the parent.
Spawned via the `Agent` tool within a single Claude Code session (renamed from
`Task` in Claude Code 2.1.63; `Task` still works as an alias). Used by all
`team-*` skills and orchestration skills. Subagents share the session's
permission context, run sequentially or in parallel within the session, and
return results to the parent.
**When to spawn in parallel**: If two subagents' inputs are independent (neither
needs the other's output to begin), spawn both Task calls simultaneously rather
than waiting. Example: `/review-all-gdds` Phase 1 (consistency) and Phase 2
(design theory) are independent — spawn both at the same time.
needs the other's output to begin), spawn both `Agent` calls simultaneously
rather than waiting. Example: `/review-all-gdds` **Phase 2** (consistency) and
**Phase 3** (design theory) are independent — spawn both at the same time.
Phase 1 loads the GDDs and both depend on it, so it is the one phase here that
must NOT be parallelised.
### Agent Teams (experimental — opt-in)
Multiple independent Claude Code *sessions* running simultaneously, coordinated
via a shared task list. Each session has its own context window and token budget.
Requires `CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1` environment variable.
**Use agent teams when**:
- Work spans multiple subsystems that will not touch the same files
- Each workstream would take >30 minutes and benefits from true parallelism
- A senior agent (technical-director, producer) needs to coordinate 3+ specialist
sessions working on different epics simultaneously
**Do not use agent teams when**:
- One session's output is required as input for another (use sequential subagents)
- The task fits in a single session's context (use subagents instead)
- Cost is a concern — each team member burns tokens independently
**Current status**: Opt-in via `CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1`. Document first usage here when adopted.
Multiple independent Claude Code *sessions* coordinated via a shared task list.
Opt-in and never yet used here — read `.claude/docs/agent-teams.md` on demand
before proposing one.
## Parallel Task Protocol
When an orchestration skill spawns multiple independent agents:
1. Issue all independent Task calls before waiting for any result
1. Issue all independent `Agent` calls before waiting for any result
2. Collect all results before proceeding to dependent phases
3. If any agent is BLOCKED, surface it immediately — do not silently skip
4. Always produce a partial report if some agents complete and others block