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
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@@ -3,16 +3,41 @@
```text
/
├── CLAUDE.md # Master configuration
├── project.yaml # Machine-readable project config — engine, modes, stage (source of truth)
├── .claude/ # Agent definitions, skills, hooks, rules, docs
├── src/ # Game source code (core, gameplay, ai, networking, ui, tools)
├── <code root>/ # Game source code — THE PATH IS ENGINE-SPECIFIC, see below
├── assets/ # Game assets (art, audio, vfx, shaders, data)
├── design/ # Game design documents (gdd, narrative, levels, balance)
├── docs/ # Technical documentation (architecture, api, postmortems)
│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
├── tests/ # Test suites (unit, integration, performance, playtest)
├── tests/ # Game test suites (unit, integration, performance, playtest)
├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
├── prototypes/ # Throwaway prototypes (isolated from src/)
└── production/ # Production management (sprints, milestones, releases)
├── session-state/ # Ephemeral session state (active.md — gitignored)
└── session-logs/ # Session audit trail (gitignored)
├── production/ # Production management (sprints, milestones, releases)
│ ├── session-state/ # Ephemeral session state (active.md — gitignored)
│ └── session-logs/ # Session audit trail (gitignored)
└── CCGS Skill Testing Framework/ # QA for the skills/agents themselves — /skill-test, /skill-improve
```
## The code root is engine-specific
**Two of the three supported engines will not build a project whose code sits in
`src/`.** This is not a style preference — it is a hard constraint of the engine's
own toolchain:
| `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/`. Code outside them is invisible to the compiler. |
| **Unreal** | `Source/<Module>/` | UnrealBuildTool discovers modules under `Source/`; content lives in `Content/`. A module elsewhere is not built. |
**Resolve the code root from `engine.name` before writing any source file.** Where
a skill, rule or template says `src/`, read it as *"the code root"* and substitute
the row above. `src/` is the table's Godot row, not a universal path.
> **Known residual — do not read `src/` as settled.** Roughly 30 files under
> `.claude/` still name `src/` literally, because they were written when Godot was
> the only engine walked end to end. They are correct for Godot and wrong for the
> other two. This section is the authority; those files are the default. The
> breakage is real, not theoretical — a Unity tree laid out this way does not
> compile, and an Unreal one produces a module no `.uproject` can consume.