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Add guardrails for builds Vapour cannot run, plus TODO.md - #25
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New internal/guardrails package runs in build, test and publish. Block findings (Godot C#, files over 512 MiB, builds over 1 GiB) stop the command unless allowed under [guardrails] allow in vapour.toml; warnings cover renderer, native plugins, raw sockets, sandboxed APIs, threads, absolute paths, PWA workers and the Unity default template. TODO.md tracks the platform fixes that would let guardrails be removed. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Summary
internal/guardrailspackage, run fromvapour build,testandpublish.[guardrails] allowinvapour.toml):godot_csharp,file_too_large(>512 MiB),build_too_large(>1 GiB expanded).--experimental-chunkslifts the size limits.godot_renderer,native_plugins,raw_sockets,external_apis,threads,absolute_paths,pwa_service_worker,unity_default_template,user_saves,engine_other.TODO.md: platform fixes (fromENGINE-COMPAT.md) that would let each guardrail be dropped, plus larger efforts and doc contradictions.Notes
raw_socketsandexternal_apisare text scans of source, so they can false-positive; they only warn.godot_rendereronly warns: Godot falls back to Compatibility whenrendering_method.webis set.Editorfolders,Library,.git,node_modules,targetand the build dir are skipped.Test plan
go vet ./...,go test ./...vapour build/publish --dry-runon a real Godot, Unity and Bevy project🤖 Generated with Claude Code