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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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@@ -1,11 +1,66 @@
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---
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name: patch-notes
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description: "Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication."
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description: "Player-facing patch notes from git history and changelogs. Translates developer language into player communication."
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argument-hint: "[version] [--style brief|detailed|full]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Bash
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model: haiku
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agent: community-manager
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model: sonnet
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---
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation`
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**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
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`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
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every file write follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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## Provenance check — before reading any history
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**Confirm the history you are about to read belongs to THIS game.** Run this
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before Phase 2 and stop if it fails.
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1. Sample the recent log: `git log --oneline -20`.
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2. **Classify every commit in the range, one at a time**, into exactly one of:
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- **Game** — changes the game the player plays: mechanics, content, balance,
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art, audio, UI, a bug in any of those.
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- **Framework / maintenance** — changes CCGS itself or the project's tooling:
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subjects naming skills, hooks, agents, the test plan, CI, the framework's
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own docs. **Excluded from player-facing notes, but not a reason to stop.**
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- **Unclear** — treat as framework. A commit you cannot confidently place is
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not one to write player copy from.
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3. Then decide from the counts:
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- **At least one Game commit** → proceed, using **only** those. Say how many
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of how many you used, so the reader can see the filter ran.
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- **Zero Game commits** → stop, using the message below.
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> **Filter per commit; do not stop on a repo that merely contains maintenance
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> work.** Every project built on this framework accumulates commits touching
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> hooks, CI and skills — the game repo *is* the framework repo. An earlier
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> version of this check listed "subjects naming the framework, its skills, hooks,
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> agents or test plan" as a hard STOP, which fires on virtually every real
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> project and contradicted its own step 2 whenever a history was mostly the
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> game's. The danger was never that such commits *exist*; it is that they get
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> **rendered as player-facing copy**. Excluding them addresses that exactly, and
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> a repo-level stop does not.
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Corroborate before you proceed, cheaply: the Game commits should name systems
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that appear in `design/` and `src/`. If they name a product those directories
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never mention, that is the real wrong-history signal — stop.
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If **no** commit in the range is this game's, say so and stop:
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> "The git history in this repo does not appear to belong to [game]. The recent
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> commits describe [what they actually describe]. I cannot generate release notes
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> from it — point me at the right history, or supply the change list directly."
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**Why this is a hard stop, not a warning.** This exact failure is real, not
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hypothetical: a batch of framework-internal commits produced player-facing copy
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reading *"Fixed an issue where progress from your last session could be lost on launch"*
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— a session-hook timeout rendered as a gameplay fix for a game with **no save
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system**. It was fluent, plausible, and entirely false. A reader cannot tell the
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difference; only this check can.
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---
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## Phase 1: Parse Arguments
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