Files
codex-game-studio/engine_reference/godot/breaking-changes.md
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MerlinH 87742e76d8 feat: expand Open Game Studio Codex depth
Add OpenSpec-backed catch-up passes for role coverage, workflow catalog, engine references, production templates, role prompt depth, behavioral validation, and project-local customization.

Ship expanded Codex-native scaffolding, role/workflow/template registries, engine reference assets, deterministic validation scenarios, customization pack support, routed Truthmark docs, OpenSpec artifacts, and regression coverage.
2026-06-26 00:31:03 +10:00

982 B

reviewer: Open Game Studio seed review date: 2026-06-17 source-link: https://docs.godotengine.org/en/stable/ engine: godot version-reviewed: 4.4 tags: godot,breaking,changes roles: gameplay-programmer,engine-programmer,qa-playtester,release-manager workflows: prototype,bugfix,architecture-review,qa-plan

Godot Breaking Changes

Purpose

Surface version upgrade and compatibility risks before relying on engine behavior.

Guidance

  • Call out migration-sensitive APIs, package versions, serialization formats, and build settings.
  • Separate confirmed breaking changes from speculative compatibility risks.
  • Include rollback or compatibility notes for risky changes.

Validation

  • Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
  • Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
  • Keep this reference selected by relevance; do not load every engine reference for one task.