Files
Claude-Code-Game-Studios/docs/engine-reference/godot/VERSION.md
T
DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`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
2026-09-23 12:25:11 +10:00

2.0 KiB

Godot Engine — Version Reference

Field Value
Engine Version Godot 4.6
Installed at pin time NOT DETERMINED — /setup-engine §3 probes the installed editor and records the result here.
Release Date January 2026
Project Pinned 2026-02-12
Last Docs Verified 2026-02-12
LLM Knowledge Cutoff May 2025

Knowledge Gap Warning

The LLM's training data likely covers Godot up to ~4.3. Versions 4.4, 4.5, and 4.6 introduced significant changes that the model does NOT know about. Always cross-reference this directory before suggesting Godot API calls.

Installed-Version Gap Warning

The warning above is one-directional — it covers the model knowing less than this pin. The reverse gap is real and /setup-engine §3 creates it deliberately ("pin the newer one and upgrade later"): this reference can sit ahead of the installed editor, and an agent citing it correctly then emits APIs that do not compile locally. Check Installed at pin time above before trusting a version-qualified claim — NOT DETERMINED means the gap is unknown, not absent.

Post-Cutoff Version Timeline

Version Release Risk Level Key Theme
4.4 ~Mid 2025 MEDIUM Jolt physics option, FileAccess return types, shader texture type changes
4.5 ~Late 2025 HIGH Accessibility (AccessKit), variadic args, @abstract, shader baker, SMAA
4.6 Jan 2026 HIGH Jolt default, glow rework, D3D12 default on Windows, IK restored

Verified Sources