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Releases: CrosswiredStudios/CSweet.Agent.Engineer.VideoGame
Release list
Video Game Engineer 4.1.12
4.1.12
Invalidate previous validation receipts after successful dependency restoration. Runtime dependencies are excluded from source fingerprints, so unchanged source alone cannot make a pre-restore missing-module failure or pass current after npm/pnpm/yarn/bun installation or dotnet restore. Planned verification now reruns against restored inputs while retaining durable diagnostic history.
Video Game Engineer 4.1.11
4.1.11
Prevent sustained inspection and helper polishing from delaying executable feedback. After two automatic progress windows, run at most two existing npm verification scripts explicitly named in the retained plan, returning their actual results to the model without an extra scheduling turn.
Use the confined shell, record real receipts, checkpoint each command and stop on the first failure. Missing scripts are not invented; deployment/publish commands are excluded. Fresh direct-script and npm-alias receipts prevent duplicate checks. Validation, review, QA and configured model budgets remain unchanged.
On checkpoint recovery, execute retained planned checks before the first model turn. Feed their actual failure/pass result into the prompt so the agent can restore dependencies or repair the concrete failure instead of rereading a large helper.
Video Game Engineer 4.1.10
4.1.10
Fix a controller regression that rejected ordinary inspection calls at an eight-operation boundary and counted pre-plan warnings against later work. File inspection can precede planning. Progress checks are automatic and allow parallel batches, new relevant source inspection and genuinely advancing edits without a hard ticket timeout.
Recover a real stall in a bounded fresh model session inside the same callback before consuming platform retries. Retain source, the short plan and novelty evidence. Keep validation, review and QA gates.
Discover the browser already provided in the certified development image and preserve its executable/cache environment in the clean shell. Prefer that browser over repeated probes or downloads; missing tooling and skipped runtime checks remain explicit gaps.
Video Game Engineer 4.1.9
4.1.9
Require one short acceptance-linked execution plan for assigned and personal coding tickets. Retain it in revisioned operating state so workspace replacement and gateway recovery can resume unfinished work without rebuilding a checklist or replaying completed edits.
Review actual source and command evidence after eight workspace operations. Productive work may continue across windows regardless of model response time. Repeated file churn prompts focused validation; two windows without new source or check evidence yield a checkpoint for bounded platform retry. No five-minute ticket deadline or model-budget override is introduced.
Preserve source and plan before yielding when required infrastructure remains unavailable. Record the resource, executed command and recovery action. Recovery must successfully rerun the recorded probe/check before accepting completion; skipped runtime checks remain unverified. Keep existing grants, command safety timeouts, publication verification, technical review and independent QA.
Video Game Engineer 4.1.8
4.1.8
Reduce small-ticket model turns with bounded ordered command batches, individual exit-code receipts and a durable checkpoint after each command. File tools write UTF-8 without an implicit BOM, avoiding JSON and executable-script repair loops. Preserve scope, configured token budgets, technical review and independent QA.
Recover HTTP 502/503/504 and legacy MCP gateway errors from retained files in a fresh model session, with bounded backoff. Checkpoint uploads retry their existing content-addressed operation without replaying commands. Exhausted gateway recovery returns a retryable runtime.transport failure instead of a terminal Blocked outcome. Authority rejection, cancellation, failed validation and unsafe checkpoint failures still stop execution.
Video Game Engineer 4.1.7
4.1.7
Keep validation proportional to changed behavior and accepted criteria. Prefer focused existing checks and avoid unrelated policy/negative-fixture suites. Compact older tool results early while retaining user assignments, constraints, review findings and recent evidence; preserve configured context and output ceilings. Validation repair starts a fresh model session while retaining source, execution receipts and every acceptance check. Independent technical review and QA remain required.
Browser server/container recipes are stored as optional workspace guidance instead of being repeated inline on every request. Compact task JSON excludes unrelated stage staffing metadata while retaining the complete requirements, criteria, constraints and review findings.
Video Game Engineer 4.1.6
4.1.6
- Recover the exact integrated candidate when unchanged rework follows QA of a Story integration commit rather than the original developer publication.
- Explicitly mark integrated-candidate resubmission so the platform validates its durable integration receipt and queues fresh independent QA without fabricating a new publication or approval.
- Preserve finding-resolution evidence, successful current validations, repository identity and unchanged-workspace checks. No additional capabilities, history rewrites or automatic QA passes.
- Requires platform support for integrated candidate resubmission; deploy the matching platform changes before retrying existing work.
Video Game Engineer 4.1.5
4.1.5
- Accept the canonical QA
WorkDeliveryReviewResult.candidateDigestwhen reading completed failed or changes-requested reviews, alongside existingcandidateCommitShaandsourceCommitShaformats. - Reject conflicting canonical/legacy commit identities; retain exact commit-evidence matching, bounded findings and rationale, and independent review requirements.
- Add canonical camelCase/PascalCase QA-to-coding-prompt regressions, matching-alias compatibility, and malformed/missing/conflicting evidence tests.
- Keep SDK 5.2.0 and WorkManagement.Contracts 5.1.0; no additional authority, history rewriting, or automatic acceptance is introduced.
Video Game Engineer 4.1.4
4.1.4
Assigned implementation commits, personal implementation commits and planned-task checkpoints now use bounded, single-line feat(task): ... subjects. Titles cannot inject additional message lines, and generated subjects fit the publication contract. Existing checkpoints, keys and accepted history remain unchanged.
Uses SDK 5.2.0 and WorkManagement.Contracts 5.1.0. The execution behavior and regression coverage remain aligned with Software Developer 2.1.3. Deploy through published releases and Installed Agents.
Video Game Engineer 4.1.3
Video Game Engineer 4.1.3
Workspace command policy denials now return a safe, actionable explanation to the coding model instead of an opaque function failure. The agent can continue permitted work, and is instructed to report unavailable browser/device measurements or request a ticket revision without inventing evidence.
- Check the same shell policy before resource preparation or process launch. Existing restrictions and grants are unchanged.
- Do not assign exit codes or validation receipts to commands that never ran; progress records the denial without copying command text.
- Stop after three consecutive policy denials, preserve authored source, and classify the blocker as operational rather than asking an architect to debug it. A permitted command resets the consecutive-denial count.
- Cover model-visible feedback, permitted continuation, bounded escalation, source checkpoints and non-execution in regression tests shared with the other developer agent.
Verification: all 298 tests passed with sibling SDK/contract references disabled. Deploy through the published release and Installed Agents update flow. Local builds do not modify installed runtimes or existing ticket scope.