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
+26 -6
View File
@@ -12,14 +12,22 @@ Desktop.ini
# === Claude Code Local ===
.claude/settings.local.json
CLAUDE.local.md
project.local.yaml
production/session-logs/
# Ephemeral per-session checkpoint. directory-structure.md documents this as
# gitignored; the rule was missing, so active.md would have been committed.
production/session-state/
.scratch/
# Per-agent working memory written at runtime — not release material
.claude/agent-memory/
# === Internal Planning (not for public) ===
expansions/
# === Marrow (eval tooling — never commit) ===
marrow/
# === Local sandboxes and scratch work ===
examples/
sandbox/
sandboxes/
tests/sandboxes/
qa-sandbox/
# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
# Created on first use by /consistency-check and /architecture-review
@@ -39,7 +47,19 @@ dist/
*.app
# === Engine: Godot ===
.godot/
# Two subtleties, both of which produced a silently-wrong rule before this:
# 1. A pattern with an internal `/` is anchored to THIS directory, so `.godot/*`
# would only match a top-level `.godot` and miss `examples/<game>/.godot`.
# `**/` makes it match at any depth.
# 2. Git cannot re-include a file whose PARENT DIRECTORY is excluded, so
# `**/.godot/` plus a `!` negation is inert. Exclude the CONTENTS instead.
**/.godot/*
# ...except the script class registry. `class_name` declarations resolve from this
# one file, so on a FRESH CLONE every script referencing a class_name fails to
# parse — while `godot --headless --path . --quit` still exits 0, so no CI check
# catches it. Fresh clones hit this trap reliably.
# Keep this un-ignore, or run `godot --headless --import` once after cloning.
!**/.godot/global_script_class_cache.cfg
*.translation
export_presets.cfg
# Uncomment if using Godot: