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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---
name: patch-notes
description: "Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication."
description: "Player-facing patch notes from git history and changelogs. Translates developer language into player communication."
argument-hint: "[version] [--style brief|detailed|full]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash
model: haiku
agent: community-manager
model: sonnet
---
!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
every file write follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
## Provenance check — before reading any history
**Confirm the history you are about to read belongs to THIS game.** Run this
before Phase 2 and stop if it fails.
1. Sample the recent log: `git log --oneline -20`.
2. **Classify every commit in the range, one at a time**, into exactly one of:
- **Game** — changes the game the player plays: mechanics, content, balance,
art, audio, UI, a bug in any of those.
- **Framework / maintenance** — changes CCGS itself or the project's tooling:
subjects naming skills, hooks, agents, the test plan, CI, the framework's
own docs. **Excluded from player-facing notes, but not a reason to stop.**
- **Unclear** — treat as framework. A commit you cannot confidently place is
not one to write player copy from.
3. Then decide from the counts:
- **At least one Game commit** → proceed, using **only** those. Say how many
of how many you used, so the reader can see the filter ran.
- **Zero Game commits** → stop, using the message below.
> **Filter per commit; do not stop on a repo that merely contains maintenance
> work.** Every project built on this framework accumulates commits touching
> hooks, CI and skills — the game repo *is* the framework repo. An earlier
> version of this check listed "subjects naming the framework, its skills, hooks,
> agents or test plan" as a hard STOP, which fires on virtually every real
> project and contradicted its own step 2 whenever a history was mostly the
> game's. The danger was never that such commits *exist*; it is that they get
> **rendered as player-facing copy**. Excluding them addresses that exactly, and
> a repo-level stop does not.
Corroborate before you proceed, cheaply: the Game commits should name systems
that appear in `design/` and `src/`. If they name a product those directories
never mention, that is the real wrong-history signal — stop.
If **no** commit in the range is this game's, say so and stop:
> "The git history in this repo does not appear to belong to [game]. The recent
> commits describe [what they actually describe]. I cannot generate release notes
> from it — point me at the right history, or supply the change list directly."
**Why this is a hard stop, not a warning.** This exact failure is real, not
hypothetical: a batch of framework-internal commits produced player-facing copy
reading *"Fixed an issue where progress from your last session could be lost on launch"*
— a session-hook timeout rendered as a gameplay fix for a game with **no save
system**. It was fluent, plausible, and entirely false. A reader cannot tell the
difference; only this check can.
---
## Phase 1: Parse Arguments