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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
43 lines
3.4 KiB
Markdown
43 lines
3.4 KiB
Markdown
> Gate definition, loaded by `/gate-check` for the TARGET PHASE ONLY.
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> Never load the other five — one gate applies per invocation.
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# Gate: Polish → Release
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**Required Artifacts:**
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- [ ] All features from milestone plan are implemented
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- [ ] Content is complete (all levels, assets, dialogue referenced in design docs exist)
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- [ ] Localization strings are externalized (no hardcoded player-facing text in the code root)
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- [ ] QA test plan exists (`/qa-plan` output in `production/qa/`)
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- [ ] QA sign-off report exists (`/team-qa` output — APPROVED or APPROVED WITH CONDITIONS)
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- [ ] All Must Have story test evidence is present (Logic/Integration: test files pass; UI: retained screenshots of each screen touched; Visual/Feel: retained screenshots plus lead sign-off — both in `production/qa/evidence/`, and no `qa.level` waives either)
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- [ ] Smoke check passes cleanly (PASS verdict) on the release candidate build
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- [ ] No test regressions from previous sprint (test suite passes fully)
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- [ ] Balance data has been reviewed (`/balance-check` run)
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- [ ] Release checklist completed (`/release-checklist` run)
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- [ ] Store metadata prepared (if applicable)
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- [ ] Changelog / patch notes drafted
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**Quality Checks:**
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- [ ] Full QA pass signed off by `qa-lead`
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- [ ] All tests passing
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- [ ] Performance targets met across all target platforms
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- [ ] No known open S1 Critical, S2 High or S3 Medium bugs
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- [ ] No open CRITICAL or HIGH findings in the newest `production/security/security-audit-*.md` whose **Scope** is `full`, as updated by any later `quick` report (the re-run `/security-audit` prescribes after remediation). A later `network`, `save` or `input` report adds its open findings but never clears a category it did not scan — any open CRITICAL or HIGH finding means not ready (a blocker). No `full`-scope audit report means the check could not run: this item is NOT ASSESSED, never passed. A report whose release recommendation is itself NOT ASSESSED makes this item NOT ASSESSED too
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- [ ] Accessibility basics covered (remapping, text scaling if applicable)
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- [ ] Localization verified for all target languages — every translated locale being shipped has a `/localize qa` verdict of PASS or PASS WITH CONDITIONS (`production/localization/loc-qa-[locale]-[date].md`). A FAIL blocks that locale; the others may still ship. A locale with no QA report, or whose QA reported NOT ASSESSED (nobody has played it), has not been verified: this item is NOT ASSESSED, never passed. The source locale (`en`, per `/localize`) is not a target language and needs no `/localize qa` report; a game that ships only its source locale marks this item N/A and says so
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- [ ] Legal requirements met (EULA, privacy policy, age ratings if applicable)
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- [ ] Build compiles and packages cleanly
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## Workflow tier reductions
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The checklist above is the **`full` baseline**. At lower tiers apply the
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reduction for the resolved tier; items not named keep their status above.
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Reductions only ever *relax* a requirement — `workflow_overrides` is the
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only thing that adds one.
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- **`full`** — all features + content complete + localization + QA sign-off + smoke (PASS) + no open S1–S3 bugs all required
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- **`standard`** — content-complete audit + QA sign-off + localization → recommended; **all features + smoke + no open S1 Critical bugs** required; open S2 High and S3 Medium bugs → recommended
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- **`minimal`** — only **smoke + no open S1 Critical bugs** required; everything else **drops**
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