`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
* Fix: document that rg --type gdscript is invalid, use --glob *.gd instead
Closes#37. ripgrep has no gdscript type — *.gd files are registered under
the gap type (GAP programming language). Using --type gdscript produces a
hard error, silently preventing any search from executing.
Added explicit warnings in two places:
- .claude/agents/godot-gdscript-specialist.md: new Tooling section with
the correct Grep tool param (glob: "*.gd") and shell equivalent
- docs/engine-reference/godot/current-best-practices.md: new Tooling
section agents read at version-check time
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Fix: propagate rg --glob *.gd tooling warning to all Godot agents
Closes the coverage gap identified in PR #42 review — the ripgrep
gdscript-type warning was only in godot-gdscript-specialist. Added
the same CRITICAL tooling section to godot-specialist,
godot-gdextension-specialist, godot-shader-specialist, and
godot-csharp-specialist so no Godot agent can silently misfire a search.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
- New agent: godot-csharp-specialist covering partial class requirement,
[Export]/[Signal] attributes, SignalName emit pattern, ToSignal async,
Godot.Collections vs .NET collections, [GlobalClass] resources, .csproj config,
and C#-specific anti-patterns
- /setup-engine now asks GDScript vs C# vs Both before showing the Technology
Stack when Godot is chosen; choice determines CLAUDE.md template, naming
conventions, and specialist routing
- Refactored Godot-specific variants (3 CLAUDE.md templates, naming conventions,
3 routing tables) into Appendix A at the bottom of the skill — main flow stays
clean for Unity/Unreal users
- argument-hint updated to include engine-only invocation mode
- Section 5 collaborative step and Section 12 summary output updated for language
awareness
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>