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https://github.com/Donchitos/Claude-Code-Game-Studios.git
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`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
165 lines
2.9 KiB
Plaintext
165 lines
2.9 KiB
Plaintext
# === IDE and Editor ===
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.vs/
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.vscode/settings.json
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.idea/
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*.swp
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*.swo
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*~
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.DS_Store
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Thumbs.db
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Desktop.ini
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# === Claude Code Local ===
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.claude/settings.local.json
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CLAUDE.local.md
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project.local.yaml
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production/session-logs/
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# Ephemeral per-session checkpoint. directory-structure.md documents this as
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# gitignored; the rule was missing, so active.md would have been committed.
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production/session-state/
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.scratch/
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# Per-agent working memory written at runtime — not release material
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.claude/agent-memory/
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# === Local sandboxes and scratch work ===
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examples/
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sandbox/
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sandboxes/
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tests/sandboxes/
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qa-sandbox/
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# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
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# Created on first use by /consistency-check and /architecture-review
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docs/consistency-failures.md
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# === Build Output ===
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build/
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builds/
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bin/
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obj/
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out/
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dist/
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*.exe
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*.dll
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*.so
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*.dylib
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*.app
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# === Engine: Godot ===
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# Two subtleties, both of which produced a silently-wrong rule before this:
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# 1. A pattern with an internal `/` is anchored to THIS directory, so `.godot/*`
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# would only match a top-level `.godot` and miss `examples/<game>/.godot`.
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# `**/` makes it match at any depth.
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# 2. Git cannot re-include a file whose PARENT DIRECTORY is excluded, so
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# `**/.godot/` plus a `!` negation is inert. Exclude the CONTENTS instead.
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**/.godot/*
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# ...except the script class registry. `class_name` declarations resolve from this
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# one file, so on a FRESH CLONE every script referencing a class_name fails to
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# parse — while `godot --headless --path . --quit` still exits 0, so no CI check
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# catches it. Fresh clones hit this trap reliably.
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# Keep this un-ignore, or run `godot --headless --import` once after cloning.
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!**/.godot/global_script_class_cache.cfg
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*.translation
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export_presets.cfg
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# Uncomment if using Godot:
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# *.import
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# === Engine: Unity ===
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[Ll]ibrary/
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[Tt]emp/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Uu]ser[Ss]ettings/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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crashlytics-buildid.txt
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sysinfo.txt
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# Uncomment if using Unity:
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# [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/
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# === Engine: Unreal ===
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Binaries/
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DerivedDataCache/
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Intermediate/
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Saved/
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*.VC.opendb
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*.opensdf
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*.sdf
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*.cachefile
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*.VC.db
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# Uncomment if using Unreal:
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# *.uasset
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# *.umap
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# === Compiled Shaders ===
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*.spv
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*.cso
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*.dxbc
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# === Temporary and Cache ===
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*.tmp
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*.temp
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*.cache
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*.log
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__pycache__/
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*.pyc
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node_modules/
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.npm/
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# === Archives ===
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*.zip
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*.tar.gz
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*.rar
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*.7z
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# === Secrets and Environment ===
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.env
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.env.local
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.env.*.local
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*.pem
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*.key
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credentials.json
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secrets.json
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# === Large Binary Assets (use Git LFS instead) ===
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# Uncomment and configure with Git LFS for your project:
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# *.png
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# *.jpg
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# *.jpeg
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# *.wav
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# *.mp3
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# *.ogg
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# *.fbx
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# *.blend
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# *.psd
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# *.tga
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# *.exr
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# *.hdr
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# === OS Generated ===
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ehthumbs.db
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ehthumbs_vista.db
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[Dd]esktop.ini
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$RECYCLE.BIN/
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*.cab
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*.msi
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*.msix
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*.msm
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*.msp
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*.lnk
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