跳转至

v0.6.0

Release date: 2026-05-26

Added

  • A resized image's untouched original is archived to assets/origin/ for comparison and debugging.

Changed

  • Clarified source-available licensing language and excluded internal planning notes from the documentation site.
  • Scaffold generates and commits Godot .uid import metadata in its initial commit so the project tree starts clean for /gm-build.
  • GDD design audit now focuses on the current release tag and only runs its second pass when the first turns up enough gaps, so simple or already-clear designs aren't over-questioned.
  • /gm-asset generates Codex images in one codex exec call with parallel subagents (one per asset) instead of one serial call per image.
  • Worker subagents now default to sonnet instead of opus — measured worker context stays well within sonnet's window, so the lighter model is sufficient and cuts token cost.

Fixed

  • Resized image assets are scaled proportionally and transparency-padded instead of stretched, so non-square art is no longer squashed.
  • Clarified Visual QA handling of normal gameplay captures versus --debug-collisions collision-check captures.
  • /gm-build no longer falls back to slow sequential workers when the tree has uncommitted import artifacts.
  • Worker dispatch briefs now explicitly block approval prompts and confirmation pauses during non-interactive pipeline runs.
  • Codex image generation copies each subagent's own generated file to a fixed per-asset path instead of the newest file in generated_images, which was unsafe once generation runs in parallel.
  • Hook registration config is now runner-specific: Claude Code uses agent-runtimes/claude-code/config/settings.json, while Codex publishes agent-runtimes/codex/config/hooks.json to .codex/hooks.json.
  • /gm-evaluate runs visual-qa in a dispatched subagent instead of a forked skill context (which errored under claude -p), and rejects with a critical_issue when a per-scene call can't run instead of hand-writing native logs.
  • Visual QA rejects a stitched contact-sheet supplied in place of per-scene reference + screenshot paths.