# Changelog **2026-07-02 — Docs-only runtime** - Replaced the multi-stage skill pipeline with a thin runtime: a single engine-agnostic manifest (`prompts/runtime.md`), a one-page per-engine guide, and the cross-engine `asset-gen` skill. The model plans, scaffolds, and decomposes the work itself. - One runtime manifest covers delivery. The agent reads how the task is framed in-run: an open-ended direction gets the live game early and checkpoints at taste/scope/cost decisions; a finished brief runs on reasonable calls and closes with a 15–20s proof recording, watched back before done. Run/show/capture mechanics live in the engine guides and serve both paths. - Dropped the planner/decomposer/architecture/scene/scaffold/quirks/capture skill docs, the Vite scaffold, the `godot-api` / `bevy-help` / `babylon-help` lookup skills, and all hooks. The engine-specific traps and capture recipes that survive a compile but fail at runtime moved into the engine guide. - Trimmed asset docs to generation only; `asset-gen` is now the sole published skill. - Reorganized the source tree: engine-agnostic runtime text lives in `prompts/runtime.md`, and the asset skill lives at top-level `asset-gen/`. - Continues the 2026-04-26 "dropped Gemini verification" trajectory — removing guidance the current model no longer needs. **2026-05-18 — Babylon.js support** - Added Babylon.js as a first-class engine alongside Godot and Bevy - Disposable TypeScript/Vite scaffold with scene-level hot reload through a custom Vite plugin (`godogen:scene-change`); engine and canvas persist across edits - Browser capture through Playwright + Chrome/Chromium; hardware WebGL2 preferred, software-renderer fallback warns prominently but still produces media - `babylon-help` skill uses installed npm package types as the primary local reference - `publish.sh` extended to `--engine babylon` **2026-04-26 — Bevy support** - Added Bevy as a first-class engine alongside Godot - Replaced the four Claude/Codex source trees with `shared/`, `godot/`, and `bevy/` - Added one root `publish.sh` switcher: `--engine godot|bevy` × `--agent claude|codex` - Dropped Gemini verification — Opus 4.7 / GPT 5.5 self-verify from captured frames; external pass added no signal; the stop hook pushes the latest proof video to Telegram **2026-04-14 — Codex support** - Added a parallel Codex source tree alongside the existing Claude Code one - Each variant publishes to its own runtime layout (`.claude/skills/` vs `.agents/skills/`) **2026-04-06 — C# migration** - All skills and generated code migrated from GDScript to C# / .NET 9 ([comparison](docs/gdscript-vs-csharp.md)) - `dotnet build` replaces per-file validation loops **2026-04-03 — Single-context architecture** - Orchestrator and task execution merged into one main pipeline - Added Godot API lookup and visual QA support flows **2026-03-25 — xAI Grok video** - Added Grok video generation for animated sprite workflows - Background removal rewritten with BiRefNet multi-signal matting **2026-03-09 — Initial release** - Initial Godogen release with image generation, 3D conversion, screenshot QA, and video capture