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Changelog


Released versions

The canonical, full-detail changelog is maintained in the repository root:

CHANGELOG.md on GitHub

0.1.0 — 2026-04-26 (initial public release)

  • 9-role pipeline delivered as individual /gm-* slash commands (/gm-scaffold, /gm-gdd, /gm-asset, /gm-build, /gm-verify, /gm-evaluate, /gm-fixgap, /gm-accept, /gm-finalize), replacing the earlier monolithic orchestrator approach.
  • Worker / verifier / reviewer / analyst sub-agent dispatch with format-validated reports and anti-deadloop protection.
  • 9 role skills + 12 supporting skills + 8 reviewer skills (physics, animation, ui, tilemap, navigation, shader, audio, particles).
  • 8 hook scripts enforcing per-role file-write permissions, stage prerequisite gating, sub-agent report validation, and completion diligence checks.
  • tools/publish.py deploys the framework into a target Godot project with semantic version tracking and upgrade prompts.
  • Static checks: check_project.py for project completeness, check_classname.py for Godot built-in name conflicts.
  • Asset pipeline: asset_gen.py (Gemini / OpenAI / xAI image generation), rembg_matting.py, tripo3d.py.
  • Wiki documentation across 8 sections.
  • 193+ unit tests for hooks and tools.

What's coming next

Pending changes for the next release are tracked in ../../update/next.md.

Contributors: every pull request must add an entry to next.md under the appropriate category (Added, Changed, Fixed, Removed) before merging. At release time, next.md is archived as docs/update/vX.Y.Z.md and a blank copy replaces it.


Migration scripts

When an upgrade requires rewriting files in an existing target project, a migration script handles the transition automatically. Migration scripts live under migrations/ in the GodotMaker repository, named by UTC timestamp (e.g., migrations/20260429100000_fix_state_path.py). Each target project tracks which scripts it has applied in .godotmaker/applied_migrations.json; on every upgrade tools/publish.py applies the diff in chronological order. The mechanism is decoupled from the product's MAJOR.MINOR.PATCH version — any non-MAJOR upgrade may carry migrations. (MAJOR upgrades skip migrations and use --force clean re-init, then re-baseline.)

You can also run migrations manually for testing:

python tools/migrate.py /path/to/my-game

For the full upgrade and downgrade policy, including what happens at MAJOR version boundaries, see ../../versioning.md.