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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: asset-audit
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description: "Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations."
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description: "Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references."
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argument-hint: "[category|all]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep
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allowed-tools: Read, Glob, Grep, Bash
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model: sonnet
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# Read-only diagnostic skill — no specialist agent delegation needed
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---
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## Measuring file sizes and formats requires Bash
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This skill's report asks for **file sizes against budgets**, **texture dimensions**
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(power-of-two), **audio sample rates**, and **last-modified times** for orphan
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detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need
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`stat` or a binary header read, so `Bash` is declared above for exactly that.
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**If you cannot take a measurement, the cell is `NOT ASSESSED`, never an
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estimate.** A size budget table filled from guesses is worse than an empty one:
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it looks like evidence. This is a live fabrication vector even on a project full
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of real assets: if the template demands tables of numbers the tool allowlist
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cannot produce, the only way to complete it is to invent them.
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---
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## Insufficient input — check this before producing any report
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**If the inputs this skill needs do not exist, the answer is "could not run" —
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not a filled-in report.** Check first, and stop if the check fails.
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1. List the inputs this skill reads (data files, prior reports, profiler output,
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test results, registries, source code).
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2. For each, record `FOUND` or `ABSENT` — not "assumed present".
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3. If any input required for a section is ABSENT, that section is
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**`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an
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adjacent artifact, and do not leave a mandated cell to be filled by whoever
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reads the template next.
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4. If **every** required input is ABSENT, stop and report
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**`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and
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which skill produces it.
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**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to
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"what does the data say?" when there is no data. The failure mode this prevents is
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specific and has been observed in practice: report templates whose verdict
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enum had no "could not run" state produced **false clean passes** — an asset audit
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returning COMPLIANT on a project with no assets and no standards, and a
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performance profile reporting ">99% headroom against a 16.67ms budget" with zero
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profiler data and no budget ever set.
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**Absence of evidence is never evidence of absence.** A scan that finds no
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matches because there are no files to scan has not verified anything. Say which of
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the two happened — a reader cannot tell from a green result.
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---
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## Phase 1: Read Standards
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Read the art bible or asset standards from the relevant design docs and the CLAUDE.md naming conventions.
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@@ -56,7 +101,7 @@ Scan the target asset directory using Glob:
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- **Format violations**: [N]
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- **Orphaned assets**: [N]
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- **Missing assets**: [N]
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- **Overall health**: [CLEAN / MINOR ISSUES / NEEDS ATTENTION]
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- **Overall health**: [NOT ASSESSED / CLEAN / MINOR ISSUES / NEEDS ATTENTION]
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## Naming Violations
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| File | Expected Pattern | Issue |
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@@ -81,7 +126,7 @@ Scan the target asset directory using Glob:
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## Recommendations
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[Prioritized list of fixes]
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## Verdict: [COMPLIANT / WARNINGS / NON-COMPLIANT]
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## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT]
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```
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This skill is read-only — it produces a report but does not write files.
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