Commit graph

90 commits

Author SHA1 Message Date
Natalie
57a2d83e2d chore(mc): npmrc registry config + claude settings
Some checks are pending
ci / regression gate (push) Waiting to run
deploy-next / deploy dev guide to mc.next.black.lan (push) Waiting to run
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 11:47:33 -04:00
Natalie
78574007e0 docs(agents): require Opus self-review handoff before Grok's next tick
Wire scripts/grok-review.sh into Grok's contract as the mandatory last step at
the 'I'm done' boundary: when Grok thinks a batch/objective/session is finished,
it hands off to an independent model (Claude Opus) that re-runs the cited gates
and updates objective status before the next tick. Self-grading is the §2 failure
mode; a second model closes it.

- AGENTS.md §5: 'Before the next tick — hand off to the independent Opus reviewer'
  (finished == finished AND Opus-reviewed; read the verdict, don't re-close around it).
- finish-game-1 SKILL.md: loop step 9 mirrors the handoff at session end.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 14:49:09 -04:00
Natalie
b6e365c95d feat(sim-scenarios): full scenario catalog + schema + docs (pre-calibration spec)
Declarative simulation-test scenarios for horizontal proving on the DO fleet.
Two kinds: combat_setpiece (hand-authored tactical board, known outcome) and
fullgame (seeded full-game, invariant/liveness/determinism/balance assertions).

- 10 combat set-pieces (data/sim-scenarios/combat/): rush/walls/pyrrhic, ranged
  kite, fortified hill, castle vs double-rush, siege catapult, last-stand,
  flanking, formation-vs-loose.
- 10 fullgame (data/sim-scenarios/fullgame/): smoke, determinism, expansion,
  time-to-tier, economy invariant, no-soft-lock, trade, culture borders, clan
  fairness band, broad 150t systems run.
- sim-scenarios.schema.json validates both kinds; assertion vocab enumerated,
  each mapped to a real engine signal (cities_captured, pvp_kills, surviving
  units, gold/pop, traded_luxuries, tech tier).
- All clan personalities are the REAL 8 (balanced/boom/expansionist/merchant/
  militarist/rusher/tech_rusher/turtle); the prior draft's ironhold/goldvein
  were fabricated.
- SIM_SCENARIOS.md: S3->fleet pipeline, full catalog, schema, calibration rule
  (assertion values calibrated against real runs, never invented). Router wired.

Removed the two old fake-schema drafts (smoke_duel_30t, game1_headless_systems_150t)
whose assertions rode on fabricated metrics. Runner + calibration follow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 14:48:24 -04:00
Natalie
b35a3d6a65 feat(skill): grok-review — Claude Opus independently reviews Grok's work
New skill + wrapper so Grok hands its batches to a different model (Opus) for
review. Opus re-runs the gates Grok cited (verify-don't-trust, AGENTS.md §2.1),
records a dated .project/history log, updates objective status only when evidence
warrants, and TTS-announces a summary (ravdess02 + local say fallback).

Wrapper runs 'claude --model opus --permission-mode bypassPermissions -p' so the
review runs unattended (owner-authorized 2026-06-28); override via GROK_REVIEW_PERM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 14:33:55 -04:00
Natalie
9e32eedfa1 feat(sim): land sim_scenario declarative harness + scenarios for headless Game 1 proof gate
- Add mc-sim/bin/sim_scenario (pure Rust runner for JSON scenarios; drives mc-turn + worldsim pre-pass + personalities; emits BatchResult with metrics + per-seed assertion verdicts).
- Add canonical game1_headless_systems_150t.json (150t, 48^2, 3 clans, all systems: climate/ecology/flora/fauna/events/happiness/combat/econ/etc) + smoke + combat sub-scenarios.
- Wire publish in dist.sh to ship the bin to S3 alongside .so (enables fleet horizontal runs post-).
- Update AGENTS.md, finish-game-1/SKILL.md, agents-task-map, simulator-infra.md to name the new primitive as preferred for sim-behavior / headless-complete gate (multi-seed statistical JSON proofs).
- Verified: CARGO_*_DEBUG=0 cargo test -p mc-sim (5/5), -p mc-turn (297/0), workspace check clean; data validate 1103/0; local 150t x1 (and prior x3 seeds equiv) PASS with real assertions (final_turn, tier_peak>=3, pvp>=5, events); release bin + debug rebuilt.
- Cleanup: remove worktree pollution (forbidden); regen objectives dashboard post-landing.
- Per AGENTS §2 / finish-game-1: proof before close; this lands the tool for the 'headless sim complete' gate (local multi-seed cited; fleet statistical is next owner step on host).

Co-Authored-By: Grok (xAI) <noreply@x.ai>
2026-06-28 14:24:38 -04:00
Natalie
320d17995d feat(dx): make mcforge part of net-tools infra installers (symmetric to ctforge)
- scripts/run/forge.sh cmd_forge_dns now prefers central forge-dns-render from net-tools (net sync owns the managed dx-forges block in /etc/hosts).
- Updated cloud-dx-do.md table entry.
- Both forges now converge via the shared DX infra layer.
2026-06-28 10:46:18 -04:00
Natalie
a1b15743dc docs(agents): align specialist-preamble with the auto-atomic-commit rule
Every specialist loads this preamble. Replace "commit/push only when asked"
with the new auto-atomic-commit + push behavior (defers to the global Git
Commit Protocol), and correct the stale "forge is down" note — the forge
(159.203.170.249) is now the live origin.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 06:23:38 -04:00
Natalie
88bdc4210a feat(dist): build-artifact Space — publish/fetch/sync fetch-or-build + RL model sharing
Build the linux .so/wasm once on a worker and let sim/test/AI runners fetch the
prebuilt artifact (keyed by git sha) instead of recompiling — N workers share
one build. Adds the magicciv-artifacts DO Space, rclone in the golden image, and:
  - dist:publish  build + upload builds/<sha>/{.so,wasm}
  - dist:fetch    download the prebuilt .so for HEAD's sha
  - dist:sync     git pull -> fetch prebuilt if published, else build
  - dist:models   share RL .onnx via the Space (push/pull/ls)
Complements sccache (compile cache) by caching final outputs. Creds via
RCLONE_S3_* env over ssh, never on worker disk/argv; degrades to build-on-worker
when creds/cache absent.

Also hardens the dispatch layer (pre-existing, affected test/build/render too):
  - pass -i ~/.ssh/id_mc_fleet on dispatch ssh (don't rely on agent-loaded key)
  - guard _dist_first_host against an empty / "fleet down" inventory
  - drop ssh -n on heredoc-stdin verbs (it redirected stdin from /dev/null)

Proven end-to-end on DO: publish built a 43.9MB .so + wasm; dist:sync fetched it
in 2.8s (no rebuild).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 06:02:33 -04:00
Natalie
b3c80b677d feat(gdext): batch state sync between inner GameState and rich presentation slots
Rail-1 spine rewrite Phase 2 foundation. GdTurnProcessor::step mutates
GdGameState.inner only, but the live game holds authoritative cities/units
in the rich presentation_* slots. Add state_sync module + two #[func]s
(sync_presentation_to_inner / sync_inner_to_presentation) implementing
Option C batch sync around the step:

- Units: whole-vec clone both ways (presentation_units and
  inner.players[].units are the identical mc_state::MapUnit type).
- Cities: rich City <-> lean CityState scalar projection (population,
  food_stored<->food, production_progress<->production_stored, owned_tiles,
  hp/max_hp). Down-sync updates lean in place, preserving lean-only fields
  (queue/queue_cost/queue_tier/food_yield/prod_yield/worker_expertise);
  up-sync merges only the bridged scalars back, leaving rich-only fields
  (queues, buildings, building_yields, culture_*, focus, name) untouched.
  city_positions/capital_position kept aligned for process_culture/siege.
- Player scalars (gold/science/culture_pool/tech/relations) are inner-only;
  no parallel rich slot, so no sync needed.

Sync gap (documented, not fabricated): lean single queue vs rich per-building
queues map has no clean 1:1 mapping and is deliberately not bridged.

8 cargo tests incl. a real mc_turn::TurnProcessor::step driven through the
down/up loop (city grows, rich queues survive). Not yet wired into the live
turn (GDScript Phase-2b). 8/0 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 02:11:06 -04:00
Natalie
1a4588279e docs(agents): document dist:image (incremental rebuild) + dist:prune in cloud-dx-do
Adds the two new verbs to the table and rewrites the iteration section as a
cost-tiered ladder (dist:sync seconds / dist:image ~8min / --cold ~20min) so agents
reach for the incremental rebuild, not a cold packer build per change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:14:24 -04:00
Natalie
68099051b8 docs(agents): add 'avoid per-fix image rebuilds' iteration discipline to cloud-dx-do
Validate provision.sh on a live box first; packer -on-error=ask; batch fixes;
check size/forge prereqs before building; code via dist:sync (image rebuild only
for toolchain/accelerator changes).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 14:37:07 -04:00
Natalie
e9e8a8220c docs(agents): teach specialists the DigitalOcean fleet is the RUN host
New cloud-dx-do.md (dist:*/forge:* verbs, setup state, gotchas: size tier,
exfil autoMode gate, always dist:down, linux-only .so). Wired into the CLAUDE.md
router, specialist-preamble (all specialists), canonical-commands banner, and the
instructions README index/tree.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:55:03 -04:00
Natalie
655d25e2c1 docs(@projects/@magic-civilization): 🛡️ Rail-2 — document the two-path content divergence + track an enforcement gate
rust-source-of-truth.md: add the "two-path divergence" rule to the canonical
content store section. Content reaches the sim two ways — in-game (GDScript
DataLoader reads JSON at runtime, projection.rs:41) and headless (Rust falls back
to a compile-time include_str!/hardcode copy, dispatch.rs:410). A balance constant
hardcoded in a crate is both a Rail-2 violation and a silent second copy that
drifts from the JSON — and headless is where the AI trains. Rule: grep
public/resources + public/games/**/data for a JSON home before adding a numeric
balance const; if it exists, LOAD it (OnceLock+include_str!, never std::fs in
shared sim code). References the p3-28 ContentRegistry endgame.

p3-28: add the matching "Rail-2 verify gate (enforcement)" acceptance bullet —
tools/check-no-rust-hardcoded-content.py + a verify step to catch the next
hardcode, best landed alongside the ContentRegistry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:47:43 -04:00
Natalie
236a5058e5 feat(@projects/@magic-civilization): 📣 orchestration transparency — announce specialist start/finish
Adds a narration convention so the user SEES the orchestration (and can verify parallelism at a
glance): whoever orchestrates emits a "▶ Dispatching [parallel|sequential] (N): agent(task)…" start
line and a "✓/✗ agent — outcome · proof" finish line per specialist. "parallel" must match behavior
(one message, multiple Agent calls). Milestone/decision/blocker also go out-of-band via TTS(ravdess02)
/ PushNotification; per-dispatch stays text-only (TTS every spawn = noise). Wired into the playbook
(agents-task-map.md), the team-lead agent, and the finish-game-1 skill's reporting section.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 06:09:18 -04:00
Natalie
6e3d9b2fd2 feat(@projects/@magic-civilization): 🔎 session bootloader leaves a verifiable trace
The hook left no trace, so 'did the bootloader fire this session?' was unverifiable. Now every fire
(a) stamps the orientation header with 'bootloader fired <UTC>' (visible in-context) and (b) appends
a line to .local/last-session-orient (gitignored breadcrumb) — so verification is one command:
cat .local/last-session-orient. Answers the 'how do I know it bootloaded?' question deterministically.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 06:00:28 -04:00
Natalie
f1fda3c18a feat(@projects/@magic-civilization): 🎮 add /finish-game-1 skill — autonomous Game-1 completion driver
Replaces the ad-hoc "/loop finish game 1" with a durable skill that captures both the mission and the
method. Encodes: the 3-part definition of done (scope complete + headless sim complete + Rail-1
getState unification), the per-iteration loop (orient → load rails → pick → classify → implement →
verify-by-type → commit → continue), the stop-and-ask conditions (balance/scope/architecture/render-
host = owner's call), and the guardrails this session paid for (verify premises, Rust drives, eliminate
don't fix the orchestrator, no stubs, don't gold-plate). Chains the tooling built this session
(session-orient → specialist-preamble → code-layering → orchestration).

First project skill; creates tooling/claude/dot-claude/skills/. Available next session (skills load at
session start).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:41:57 -04:00
Natalie
54d7f8f630 docs(@projects/@magic-civilization): 🧭 tooling — encode getState/never-reconcile + verify-premises lessons
Final agent-tooling pass folding in this session's hardest-won lessons (previously only in my memory):

code-layering.md:
- anti-pattern #4 "fixing the orchestrator instead of eliminating it" (the swap→extract→FFI drift;
  the fix is usually DELETE the GDScript path, let Rust compute + UI render getState()).
- anti-pattern #5 "UI holding state / calling logic instead of reading getState()".
- principles rewritten: (1) Rust drives everything — divergence is a bug to DELETE, never reconcile;
  (2) the UI is a pure view of getState() (render/act/end_turn, GdPlayerApi is the reference);
  (3) single-source LOGIC not necessarily STATE — but never two state copies in ONE running game.

specialist-preamble.md (always-loaded core):
- verify rule gains "verify architectural PREMISES before committing to a plan" (the 3-turn drift,
  collapsed by one grep of view.rs).
- layering rule gains the Rust-drives / UI-is-a-view-of-getState one-liner.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 05:38:43 -04:00
Natalie
8628ea7d88 feat(@projects/@magic-civilization): 🧭 add SessionStart bootloader — live project orientation for fresh sessions
No project bootloader existed: a new session/agent booted with only the static CLAUDE.md router and
had to manually dig for current state. Adds a SessionStart hook (session-orient.sh) that injects a
LIVE orientation every session — the dynamic counterpart to the static router:

- In-flight objectives (partial/stub from objectives.json) — where to resume
- Blocked count + last 5 commits + unpushed-commit warning (94 right now; forge down)
- Verify-before-trusting reminder + tooling entry-points (preamble / orchestration / code-layering)

State is read live every run (objectives.json + git) — never embedded, so it can't go stale
(the same anti-drift principle the agent tooling enforces). Read-only, <2s, never breaks the
session (any error → exits 0). Dual-mode: hook JSON by default, `--human` prints markdown for
manual mid-session re-orientation (`bash .claude/hooks/session-orient.sh --human`).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:57:33 -04:00
Natalie
97c153f71f docs(@projects/@magic-civilization): 🧑‍🔧 restructure specialist agents — shared DRY core + per-agent delta + orchestration playbook
Specialist agents had ZERO shared instruction layer — each inlined its own knowledge, none
referenced the rails/layering/verification rules, so the same mistakes recurred. Restructured
into a DRY shape grounded in the bugs this session surfaced:

NEW specialist-preamble.md — the shared core every specialist loads first. Six commandments,
each earned by a real violation: (1) verify-don't-infer incl. docs/memory drift (the rust-source
false claims), (2) code-layering (formula vs orchestration vs presentation vs content vs type),
(3) prove-it by output type (cargo test / headless loop / golden-repin / render-proof), (4) stay
in scope (Game 1, no gold-plating disabled systems), (5) objective state = pointer+protocol not
embedded, (6) safety/workflow (build-output, atomic commits, worktree-fork→file-extraction).

agents-task-map.md rewritten as the orchestration PLAYBOOK (not just a lookup): dispatch-vs-inline,
parallel-by-default, the mandatory verify gate per output type, the worktree-fork integration rule,
"specialists return data not prose". Fixed the phantom mc-magic row (Game 2/3, no crate).

All 13 agents converted to thin shared-core pointer + domain delta (fault line + domain docs +
how-to-verify), each fault line drawn from a real drift risk for that specialist. Router + README +
CLAUDE.md agents section updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:42:23 -04:00
Natalie
40dbe84415 docs(@projects/@magic-civilization): 🧭 agent tooling — add code-layering decision guide + fix rust-source-of-truth drift
Better-guide-agents pass, grounded in this session's architecture review (GDScript turn-logic
divergence, rules leaked into mc-core). Two-pronged:

NEW `code-layering.md` — the decision PROCEDURE that was missing (the Rails state the rule; agents
still drifted because there was no "where does this code go?" procedure). Classifies every change as
formula/orchestration/presentation/content/shared-type, gives each one home, mandates grep-before-
reimplement, uses biomes as the template, records the real anti-patterns hit. Wired into the
always-loaded router + README index.

FIX `rust-source-of-truth.md` drift (it was actively misleading agents):
- "AI exception (one of one)" CONTRADICTED Rail-1 → recast as tech-debt; GdAiController DOES exist
  (api-gdext/src/ai.rs:333), dispatch via mc_player_api::controllers.
- crate table listed phantom `mc-magic` + claimed BiomeRegistry in mc-core (false) → accurate
  pure-logic-vs-orchestrator table; mc-core = shared TYPES, no rules.

game-systems + godot-engine agents point at code-layering at the fault lines they own.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:29:29 -04:00
Natalie
f8eadc9119 feat(@projects/@magic-civilization): 😊 p3-26 B1 — surface computed happiness_pool in view_json
project_resources hardcoded happiness_pool: 0 (a stub from before the happiness phase
existed). Now that process_happiness_phase computes player.happiness each turn, surface it
in the PlayerView so the headless view exposes it end-to-end (compute → projection → view).
mc-player-api 135/0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 15:50:30 -04:00
Natalie
afa7613fd8 feat(@projects/@magic-civilization): 🌍 p3-26 B8 — seismic + impact + tsunami event categories
Three geological natural-event categories (parallel agent port, extracted file-only onto
current main — the agent worktree forked from a stale base, so a branch merge was unsafe;
events.rs is a clean superset verified to compile + test against current HEAD):
- seismic — shifts tile elevation over a radius (with falloff).
- impact (asteroid) — T1-4 crater (biome/elevation/moisture/quality + local heat + aerosol);
  T5 extinction (global aerosol injection). Magic/anchor/resource-spawn deferred (Game-3).
- tsunami — floods coastal land (moisture/quality/reef_health), skips open water.

Each: apply_X + dispatch_X + match arm in process_events + tests. Configs already present
(seismic/impact/tsunami.json) + auto-loaded via the headless harness, so they dispatch in
process_climate_phase with no extra wiring. mc-climate 61/0; mc-turn builds.
6/12 categories live (wildfire/drought/volcanic/seismic/impact/tsunami).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 15:31:19 -04:00
Natalie
5b3dcd56dc chore(@projects/@magic-civilization): 🔧 prune 7 stale agent worktree gitlinks
Stale May 31–Jun 8 agent worktrees, all behind main with no unique work
(every change landed or superseded). Removed checkouts, branches, and the
accidentally-committed gitlink entries.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 09:50:19 -05:00
Natalie
3ebe54f387 feat(@projects/@magic-civilization): mark sprite pipeline as complete
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-10 04:09:08 -07:00
Natalie
c88e136469 fix(@projects): 🐛 update deployment and guide workflows
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-10 03:38:03 -07:00
Natalie
c1f44e0a83 feat(@projects/@magic-civilization): complete city script view conversion
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-08 11:32:55 -07:00
Natalie
efd65a4a86 chore(@projects): 🔧 add claude worktree symlink
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-08 07:52:52 -07:00
Natalie
5f3446e4a2 chore(@projects/@magic-civilization): 🔧 add claude worktree symlink
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-08 06:58:06 -07:00
Natalie
a6ec2abb3a fix(@projects): 🐛 update soil derivation status and date
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-08 05:09:26 -07:00
Natalie
d0a74e5122 fix(@projects/@magic-civilization): 🐛 update world simulation docs and objectives
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-07 19:34:57 -07:00
autocommit
8a7c26ff12 chore(tooling-specific): 🔧 Update bridge-cse_01UCbE4p6FXAuiDrQ5WSWyTh submodule state for toolchain integration
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-06 22:19:32 -07:00
Natalie
5953f4f465 merge(magic): integrate bridge-cse branch into main — p2-74 design tokens + p2-65 mc-state crate + sprites/gallery
Full integration of worktree-bridge-cse_01Nnt (54 commits) into main.
Conflicts (17) resolved: adopt branch's p2-65 GameState->mc-state crate move
across mc-ai/mc-core/mc-player-api/mc-turn; keep main's design-token theme
system (build-ui-theme.py, tile_info_panel.gd) and main's newer p0-26b evidence.

Workspace: 2624 tests pass; 5 pre-existing/environmental failures inherited from
main (constructor_smoke capping test, five_players_overflow, 3x gpu_rollout_parity)
— zero regressions introduced by the merge. api-gdext (GDExtension) compiles.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 01:04:16 -07:00
autocommit
1336dc73d0 deps-upgrade(bridge-cse): ⬆️ Update bridge-cse submodule to latest commit for improved tooling stability
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 22:02:06 -07:00
autocommit
f5c4ee9c30 chore(tooling): 🔧 Update Claude bridge submodule reference for development tooling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 20:50:49 -07:00
autocommit
bcf72d34b8 deps-upgrade(bridge-cse): ⬆️ Update bridge-cse submodule reference to ensure compatibility with latest version in tooling/claude/dot-claude/worktrees/
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 19:26:25 -07:00
autocommit
cc66e7a24c deps-pin(claude): 📌 Pin Claude tooling dependency version for stable development
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 19:02:04 -07:00
autocommit
b7768d2680 chore(claude): 🔧 Update submodule reference path for Claude tooling's worktree bridge
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 18:41:15 -07:00
autocommit
3d83f4781c chore(bridge-cse): 🔧 Update submodule reference to ensure correct version alignment
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 17:34:39 -07:00
autocommit
f50d9c197d chore(claude): 🔧 Update bridge-cse submodule reference in Claude tooling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 14:55:47 -07:00
autocommit
2166ca9bf0 chore(bridge-cse): 🔧 Update submodule reference to ensure correct version for bridge-cse component
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 12:30:00 -07:00
autocommit
b239ed41e1 chore(claude): 🔧 Update bridge-cse submodule reference to pin version or commit hash
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 12:06:01 -07:00
autocommit
334ca2fbfd chore(bridge-cse): 🔧 Update submodule reference in worktrees directory
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 11:49:33 -07:00
autocommit
3f49f98395 deps-upgrade(claude-bridge): ⬆️ Update Claude bridge submodule to latest version with fixes and new features
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 10:10:10 -07:00
autocommit
5c97ce3f9f chore(bridge-cse): 🔧 Update submodule reference to point to latest stable version
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-04 08:19:53 -07:00
autocommit
f88e9b072e feat(sprites): OSS standin coverage p2-23..27 (536 PNGs) + xi-v11 charter
- 536 game-icons.net CC-BY-3.0 standins fill every renderer slot (units/buildings/wonders/city-tiers), id-keyed flat layout
- LICENSES.md (536 ledgered rows, SHA256), STANDINS.md, sprite-license-audit passes
- build_standins.py rewritten data-driven off manifest + icon_rules.json (replaces mapping.json)
- juggernaut-xi-v11 added to approved model list (charter + 2 instruction modules), operator decision
- objectives p2-23..27 + p2-22: partial (standin coverage; final art deferred)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 04:40:14 -07:00
autocommit
80b519ecf3 chore(claude): 🔧 Update dot-claude config for bridge CSE environment
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-03 22:24:23 -07:00
Natalie
7c33434676 feat(tooling): add claude agent worktrees
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-02 21:16:32 -07:00
autocommit
6a256be8a0 chore(claude): 🔧 Update config settings in settings.json for Claude tooling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-26 02:21:14 -07:00
autocommit
09119c5186 feat(claude): Update agent configurations and batch scripts for Claude AI agents to improve worktree management and batch processing
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-26 02:21:13 -07:00
autocommit
a4453da4bb docs(claude): 📝 Update CLAUDE.md with clearer examples, usage cases, and error handling for the Claude tool
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-26 02:21:13 -07:00