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
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/setup-engine — Section 3: Look Up Current Version
Part of
/setup-engine.SKILL.mdnames when to read this file; the settings it resolved and the rules under its later headings still apply here.
3. Look Up Current Version
Once the engine is chosen:
- If version was provided, use it
- If no version provided, use WebSearch to find the latest stable release:
- Search:
"[engine] latest stable version [current year]" - Confirm with the user: "The latest stable [engine] is [version]. Use this?"
- Search:
Check the chosen version against what is actually installed
A version found by web search is what exists, not what the developer has. Pinning one they cannot run means every later instruction — build, test, smoke, the engine reference docs — targets an engine that is not on the machine.
Probe for the binary (Bash), and treat failure as unknown, never as absent:
| Engine | Probe |
|---|---|
| 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) |
| 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 |
| 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 |
Keep the executable the probe found (for Godot, whether bare godot --version
ran — that is, godot is on PATH): Section 5.5.1 writes it into commands.*
and engine.path.
Then:
- Match — say so in one line and continue.
- Mismatch — state both versions and ask, offering three options: pin the installed version, pin the newer one and upgrade later, or pin the newer one deliberately. Record the answer; do not pick silently.
- Not found / probe failed — report
installed version NOT DETERMINEDand continue with the chosen version. Do not report this as "no engine installed": a probe that could not run has not established absence.
Whatever the outcome, write it into Section 7's VERSION.md as an
Installed at pin time row, so a later reader can tell a deliberate
version-ahead pin from an accident.