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Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
47 lines
2.5 KiB
Markdown
47 lines
2.5 KiB
Markdown
# /setup-engine — Section 3: Look Up Current Version
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> Part of `/setup-engine`. `SKILL.md` names when to read this file; the settings it
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> resolved and the rules under its later headings still apply here.
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## 3. Look Up Current Version
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Once the engine is chosen:
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- If version was provided, use it
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- If no version provided, use WebSearch to find the latest stable release:
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- Search: `"[engine] latest stable version [current year]"`
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- Confirm with the user: "The latest stable [engine] is [version]. Use this?"
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### Check the chosen version against what is actually installed
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A version found by web search is what exists, not what the developer has. Pinning
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one they cannot run means every later instruction — build, test, smoke, the
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engine reference docs — targets an engine that is not on the machine.
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Probe for the binary (Bash), and treat failure as unknown, never as absent:
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| Engine | Probe |
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|--------|-------|
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| Godot | `godot --version`, else look for `godot`/`Godot_v*` on PATH or in the platform's usual install location (macOS: the binary inside the bundle, `Godot.app/Contents/MacOS/Godot`) |
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| Unity | The Hub's editor directory, then that editor's `-version` — `C:/Program Files/Unity/Hub/Editor/<version>/Editor/Unity.exe` on Windows, `/Applications/Unity/Hub/Editor/<version>/Unity.app/Contents/MacOS/Unity` on macOS, `/home/<user>/Unity/Hub/Editor/<version>/Editor/Unity` on Linux. Not bare `Unity`: on `PATH` it may be Unity's separate CLI, which rejects `-version` |
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| Unreal | The launcher's install directory (`UE_<version>` folders under `C:/Program Files/Epic Games/` on Windows); elsewhere, ask where the engine was built or installed. The editor is not on `PATH` by default |
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Keep the executable the probe found (for Godot, whether bare `godot --version`
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ran — that is, `godot` is on `PATH`): Section 5.5.1 writes it into `commands.*`
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and `engine.path`.
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Then:
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- **Match** — say so in one line and continue.
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- **Mismatch** — state both versions and ask, offering three options: pin the
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installed version, pin the newer one and upgrade later, or pin the newer one
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deliberately. Record the answer; do not pick silently.
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- **Not found / probe failed** — report `installed version NOT DETERMINED` and
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continue with the chosen version. Do **not** report this as "no engine
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installed": a probe that could not run has not established absence.
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Whatever the outcome, write it into Section 7's `VERSION.md` as an
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`Installed at pin time` row, so a later reader can tell a deliberate
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version-ahead pin from an accident.
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---
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