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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
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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
- Official docs: https://docs.godotengine.org/en/stable/
- 4.5→4.6 migration: https://docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.6.html
- 4.4→4.5 migration: https://docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.5.html
- Changelog: https://github.com/godotengine/godot/blob/master/CHANGELOG.md
- Release notes: https://godotengine.org/releases/4.6/