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
291 changed files with 24374 additions and 7740 deletions
+27 -12
View File
@@ -1,13 +1,16 @@
---
name: localize
description: "Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage."
description: "Localization pipeline — find hardcoded strings, extract string tables, cultural review, VO, RTL, enforce string freeze."
argument-hint: "[scan|extract|validate|status|brief|cultural-review|vo-pipeline|rtl-check|freeze|qa]"
user-invocable: true
agent: localization-lead
allowed-tools: Read, Glob, Grep, Write, Bash, Task, AskUserQuestion
allowed-tools: Read, Glob, Grep, Write, Bash, Agent, AskUserQuestion
model: sonnet
---
!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation`
# Localization Pipeline
Localization is not just translation — it is the full process of making a game
@@ -32,9 +35,13 @@ If no subcommand is provided, output usage and stop. Verdict: **FAIL** — missi
---
Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
## Phase 2A: Scan Mode
Search `src/` for hardcoded user-facing strings:
Search the **code root** (resolve per `.claude/docs/code-root-resolution.md`) for hardcoded user-facing strings. **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.** Zero hits from an unresolved root reads as "nothing to localize", which is the failure this guards:
- String literals in UI code not wrapped in a localization function (`tr()`, `Tr()`, `NSLocalizedString`, `GetText`, etc.)
- Concatenated strings that should be parameterized
@@ -83,7 +90,7 @@ Read all string table files in `assets/data/strings/`. For each locale, check:
- **Placeholder mismatches** — source has `{name}` but translation omits it or adds extras
- **String length violations** — translation exceeds the character limit recorded in the source `context` field
- **Plural form count** — locale requires N plural forms; translation provides fewer
- **Orphaned keys** — translation exists but nothing in `src/` references the key
- **Orphaned keys** — translation exists but nothing in the code root references the key
- **Stale translations** — source string changed after translation was written (flag for re-translation)
- **Encoding** — non-ASCII characters present and font atlas supports them (flag if uncertain)
@@ -104,7 +111,15 @@ String freeze: [Active / Not yet called / Lifted]
| Locale | Total | Translated | Missing | Stale | Coverage |
|--------|-------|-----------|---------|-------|----------|
| en (source) | [N] | [N] | 0 | 0 | 100% |
| en (source) | [N] | [N] | [N] | [N] | [N]% |
> **Every cell above is a count you must take from the string table — including
> the source row.** Do not pre-fill the source locale as `100%`: that asserts a
> result before counting, and on a project with no `assets/data/strings/` it
> produces a coverage report for a table that does not exist. If the string table
> is absent, the whole status output is
> **`NOT ASSESSED — no string table found`**, not a matrix of zeros with a
> confident source row.
| [locale] | [N] | [N] | [N] | [N] | [X]% |
### Issues
@@ -180,7 +195,7 @@ Ask: "May I write this translator brief to `production/localization/translator-b
## Phase 2F: Cultural Review Mode
Spawn `localization-lead` via Task. Ask them to audit the following for cultural sensitivity across the target locales (read from `assets/data/strings/` and `assets/`):
Spawn `localization-lead` via `Agent`. Ask them to audit the following for cultural sensitivity across the target locales (read from `assets/data/strings/` and `assets/`):
### Content Areas to Review
@@ -268,7 +283,7 @@ Glob `assets/audio/vo/[locale]/` for all `.wav`/`.ogg` files. Cross-reference ag
### VO Pipeline: Integrate
Grep `src/` for VO audio references. Verify each referenced path exists in `assets/audio/vo/[locale]/`. Report broken references.
Grep the code root for VO audio references. Verify each referenced path exists in `assets/audio/vo/[locale]/`. Report broken references.
---
@@ -277,7 +292,7 @@ Grep `src/` for VO audio references. Verify each referenced path exists in `asse
Right-to-left languages (Arabic, Hebrew, Persian, Urdu) require layout mirroring beyond
just translating text. This mode validates the implementation.
Read `.claude/docs/technical-preferences.md` to determine the engine. Then check:
Determine the engine: read `engine.name` from `project.yaml`; if that key is absent or empty (including when `project.yaml` has no `engine:` block), fall back to `.claude/docs/technical-preferences.md`. Then check:
**Layout mirroring**
- Is RTL layout enabled in the engine? (Godot: `Control.layout_direction`, Unity: `RTL Support` package, Unreal: text direction flags)
@@ -364,10 +379,10 @@ When `extract` mode finds new or modified strings and `freeze-status.md` shows S
## Phase 2J: QA Mode
Localization QA is a dedicated pass that runs after translations are delivered but
before any locale ships. This is not the same as `/validate` (which checks completeness)
— this is a structured playthrough-based quality check.
before any locale ships. This is not the same as `/localize validate` (which checks
completeness) — this is a structured playthrough-based quality check.
Spawn `localization-lead` via Task with:
Spawn `localization-lead` via `Agent` with:
- The target locale(s) to QA
- The list of all screens/flows in the game (from `design/gdd/` or `/content-audit` output)
- The current `/localize validate` report