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DonchitosandClaude Opus 5.5 be8993bbc5 Release 1.1.3 — long skills keep their later steps
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
2026-10-08 17:52:48 +11:00

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5.0 KiB
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# /test-setup — Phase 4: Create CI/CD Workflow
> Part of `/test-setup`. `SKILL.md` names when to read this file; the settings it
> resolved and the rules under its later headings still apply here.
## Phase 4: Create CI/CD Workflow
**In this file:**
- Godot 4
- Unity
- Unreal Engine
### Godot 4
Create `.github/workflows/tests.yml`:
```yaml
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run GdUnit4 Tests
runs-on: ubuntu-latest
# The action publishes its results as a check run. A new repository's
# token is read-only, and without checks: write the job fails even when
# every test passes. If you protect main, require the `Run GdUnit4 Tests` job
# check, not `test-results`: that check run concludes success even when a
# test fails.
permissions:
contents: read
checks: write
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
# godot-version must be a full release such as 4.6.1 (`godot --version`
# shows it); VERSION.md's "4.6" is not one. version: installed runs the
# gdUnit4 committed in addons/ -- without it the action deletes that
# copy and installs the latest release, which may not match your tests.
- name: Run GdUnit4 Tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: '[FULL GODOT VERSION, e.g. 4.6.1]'
version: 'installed'
paths: |
tests/unit
tests/integration
report-name: test-results
- name: Upload Test Results
if: always()
uses: actions/upload-artifact@v4
with:
name: test-results
path: reports/
```
### Unity
Create `.github/workflows/tests.yml`:
```yaml
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run Unity Tests
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
- name: Run Edit Mode Tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
testMode: editmode
artifactsPath: test-results/editmode
- name: Run Play Mode Tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
testMode: playmode
artifactsPath: test-results/playmode
- name: Upload Test Results
if: always()
uses: actions/upload-artifact@v4
with:
name: test-results
path: test-results/
```
Note: Unity CI requires a `UNITY_LICENSE` secret. Add to GitHub repository
secrets before the first CI run.
### Unreal Engine
Create `.github/workflows/tests.yml`:
```yaml
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run UE Automation Tests
runs-on: [self-hosted, windows] # UE requires a local runner with the editor installed
# The quoted "{0}" in each `shell:` below: the Windows runner passes bash
# its script path unquoted, so with plain `shell: bash` every step fails
# ("No such file or directory") when the runner's folder has a space.
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
# Binaries/ is gitignored, so a fresh checkout has no compiled game
# module: without this step the editor stops with "The game module could
# not be found" before running any test. UnrealBuildTool.exe, not
# Build.bat -- from bash, Build.bat fails on an engine path with spaces.
- name: Build Editor Target
run: |
"$UE_ROOT/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" [ProjectName]Editor Win64 Development \
-Project="${{ github.workspace }}/[ProjectName].uproject"
shell: bash --noprofile --norc -eo pipefail "{0}"
# -stdout -FullStdOutLogOutput: without them the editor prints nothing
# here, and the results are only in Saved/Logs/.
- name: Run Automation Tests
run: |
"$UE_ROOT/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "${{ github.workspace }}/[ProjectName].uproject" \
-nullrhi -nosound \
-ExecCmds="Automation RunTests [ProjectName].; Quit" \
-unattended -stdout -FullStdOutLogOutput
shell: bash --noprofile --norc -eo pipefail "{0}"
- name: Upload Logs
if: always()
uses: actions/upload-artifact@v4
with:
name: test-logs
path: Saved/Logs/
```
Note: UE CI requires a self-hosted Windows runner with Unreal Editor installed.
The `windows` label keeps the job off any Linux self-hosted runner the
repository also has. Set the `UE_ROOT` environment variable on the runner to the engine folder
(e.g. `C:/Program Files/Epic Games/UE_5.7`). `[ProjectName]Editor` is the
editor target in `Source/[ProjectName]Editor.Target.cs`.
---