Docs: workflow consolidation - CLAUDE.md game-state extraction (-2KB, invariants+DR pointers), validation-harness skill ref, docs-commit standing auth
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title: 2026-07-07_Workflow_Consolidation
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type: note
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permalink: gamevault/07-sessions/2026/2026-07-07-workflow-consolidation
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---
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# 2026-07-07 (session C) — Workflow consolidation: CLAUDE.md audit, extraction, validation harness
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**Driver:** operator ask — "is CLAUDE.md appropriate and accurate? should any of it be separated into docs/skills?
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what should change to make you a better agent?" Plus: collision playtest finding scoped + logged.
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## Collision todo (Phase 1.5 stabilize #2 — scoped)
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Operator: **collision shapes don't match the visual meshes** (cover rocks etc.) — environment collider FIDELITY, not
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body-blocking or hit-reg. Logged on the roadmap with the fix direction (fit colliders to render meshes; verify in the
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baked subscene PhysicsWorld; re-validate the enemy stuck-fix backstop after shape changes).
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## CLAUDE.md audit → findings → fixes (all applied)
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- **1 false claim:** `CreateLocalWorld` "is internal" — reflect-checked installed netcode 6.5.0: **PUBLIC** now.
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- **3 stale "1.13.2" stamps** (pre-6.5-unification); `NetCodeTestWorld` re-checked (still effectively unavailable).
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- **1 dead path:** conventions pointed at `~/.claude/skills/dots-dev/` — the skill is in-repo only.
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- ctx7 netcode pin re-searched: **no 6.x docs set exists yet** — `1_10_api` stays, annotation refreshed.
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- **Systemic:** chronic budget saturation (39.9–40.2 KB all week; every gotcha cost a condensation pass). Root cause:
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~⅓ of the file was game-state narrative duplicating vault DRs.
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## Operator decisions (4 locked)
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1. **Full game-state extraction NOW** → done: PlacedStructure/EB-1/EB-2/END-1/END-2/M7/harvest/core-loop bullets
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condensed to invariants + DR pointers (originals verbatim in the gotchas archive, heading 2026-07-07c).
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**CLAUDE.md: 40,183 → 38,096 B** — ~2.9 KB headroom; the per-session condensation tax is gone.
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2. **`validation-harness.md` built** (`.claude/skills/dots-dev/references/`) — consolidates the formerly
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machine-local-only Play-driving lore (pause/sleep/focus rules, execute_code traps, the server-inject harness
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proven on NodeFeedbackSystem, headless-run failure modes, visual-verification limits) into the in-repo skill;
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referenced from SKILL.md Phase 6 + References. Closes a cross-machine-rule violation.
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3. **Standing docs-commit authorization** — vault/CLAUDE.md/skill-reference changes now auto-commit at session end
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as a `Docs:` group; code commits stay explicitly gated; never push. Recorded in SKILL.md non-negotiable #5 +
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native memory `docs-commits-standing-authorization`.
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4. **Pending tree committed**: `8baf98622` (WorldFeelConfig attribute fix) + `5a16acc56` (session-B docs).
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## Also recommended to the operator (their side)
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- **Playtest-notes drop file** (`07_Sessions/User Sessions/`, object + action + expected-vs-actual) — kills the
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scoping round-trip on feel feedback.
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- Editor focus during compile/Burst-heavy phases (reaffirmed); the DR-044 2-instance LAN smoke is still open.
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## Housekeeping
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MEMORY.md index de-bloated (two ~500-word narrative lines → true one-liners; detail stays in the memory files);
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the stale "scale LEG children" root-cause claim corrected in the redirect memory (real fix was the swallowed
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attribute — see [[2026-07-07_Phase15_NodeFeedback_Attribute_Swallow]]).
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## Next-session intent
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Phase 1.5 in earnest: collision-fidelity pass (stabilize #2, now scoped) → lighting/atmosphere pass → art-look
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decision gate (pixel filter ON/OFF side-by-sides). Operator eyeballs harvest feel on real nodes en route.
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Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Phase15_NodeFeedback_Attribute_Swallow]]
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