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
@@ -267,6 +267,18 @@ void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLife
```cpp
// ✅ Reuse objects instead of Spawn/Destroy
//
// ⚠ INCONSISTENT WITH THIS FILE'S OWN RULE (flagged 2026-08-10).
// The GC section above states that an unmarked raw UObject pointer is
// "Dangerous! May be garbage collected" and requires UPROPERTY() +
// TObjectPtr<T>. This pooling example then holds raw AActor* in a bare TArray,
// which is exactly the shape that section forbids. FOLLOW THE RULE, NOT THIS
// SNIPPET: declare the pool UPROPERTY() TArray<TObjectPtr<AActor>>.
//
// Left visible rather than silently rewritten: the corrected form has not been
// verified against Epic's docs for 5.7, and this directory is the offline
// substitute for them -- editing a code sample here from memory is the failure
// mode the whole reference exists to prevent. Re-verify, then fix both together.
TArray<AActor*> ProjectilePool;
AActor* GetPooledProjectile() {