Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
3.6 KiB
title, type, permalink
| title | type | permalink |
|---|---|---|
| 2026-07-07_Workflow_Consolidation | note | gamevault/07-sessions/2026/2026-07-07-workflow-consolidation |
2026-07-07 (session C) — Workflow consolidation: CLAUDE.md audit, extraction, validation harness
Driver: operator ask — "is CLAUDE.md appropriate and accurate? should any of it be separated into docs/skills? what should change to make you a better agent?" Plus: collision playtest finding scoped + logged.
Collision todo (Phase 1.5 stabilize #2 — scoped)
Operator: collision shapes don't match the visual meshes (cover rocks etc.) — environment collider FIDELITY, not body-blocking or hit-reg. Logged on the roadmap with the fix direction (fit colliders to render meshes; verify in the baked subscene PhysicsWorld; re-validate the enemy stuck-fix backstop after shape changes).
CLAUDE.md audit → findings → fixes (all applied)
- 1 false claim:
CreateLocalWorld"is internal" — reflect-checked installed netcode 6.5.0: PUBLIC now. - 3 stale "1.13.2" stamps (pre-6.5-unification);
NetCodeTestWorldre-checked (still effectively unavailable). - 1 dead path: conventions pointed at
~/.claude/skills/dots-dev/— the skill is in-repo only. - ctx7 netcode pin re-searched: no 6.x docs set exists yet —
1_10_apistays, annotation refreshed. - Systemic: chronic budget saturation (39.9–40.2 KB all week; every gotcha cost a condensation pass). Root cause: ~⅓ of the file was game-state narrative duplicating vault DRs.
Operator decisions (4 locked)
- Full game-state extraction NOW → done: PlacedStructure/EB-1/EB-2/END-1/END-2/M7/harvest/core-loop bullets condensed to invariants + DR pointers (originals verbatim in the gotchas archive, heading 2026-07-07c). CLAUDE.md: 40,183 → 38,096 B — ~2.9 KB headroom; the per-session condensation tax is gone.
validation-harness.mdbuilt (.claude/skills/dots-dev/references/) — consolidates the formerly machine-local-only Play-driving lore (pause/sleep/focus rules, execute_code traps, the server-inject harness proven on NodeFeedbackSystem, headless-run failure modes, visual-verification limits) into the in-repo skill; referenced from SKILL.md Phase 6 + References. Closes a cross-machine-rule violation.- Standing docs-commit authorization — vault/CLAUDE.md/skill-reference changes now auto-commit at session end
as a
Docs:group; code commits stay explicitly gated; never push. Recorded in SKILL.md non-negotiable #5 + native memorydocs-commits-standing-authorization. - Pending tree committed:
8baf98622(WorldFeelConfig attribute fix) +5a16acc56(session-B docs).
Also recommended to the operator (their side)
- Playtest-notes drop file (
07_Sessions/User Sessions/, object + action + expected-vs-actual) — kills the scoping round-trip on feel feedback. - Editor focus during compile/Burst-heavy phases (reaffirmed); the DR-044 2-instance LAN smoke is still open.
Housekeeping
MEMORY.md index de-bloated (two ~500-word narrative lines → true one-liners; detail stays in the memory files); the stale "scale LEG children" root-cause claim corrected in the redirect memory (real fix was the swallowed attribute — see 2026-07-07_Phase15_NodeFeedback_Attribute_Swallow).
Next-session intent
Phase 1.5 in earnest: collision-fidelity pass (stabilize #2, now scoped) → lighting/atmosphere pass → art-look decision gate (pixel filter ON/OFF side-by-sides). Operator eyeballs harvest feel on real nodes en route.
Related: Iteration_2026-07_CoopHades · 2026-07-07_Phase15_NodeFeedback_Attribute_Swallow