diff --git a/AGENTS.md b/AGENTS.md index bb21eff0..05451904 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -337,7 +337,7 @@ public class NetworkedComponent : NetworkBehaviour - After Unity-related edits, check the Unity console for errors before proceeding. - For networked play tests, prefer a temporary non-conflicting test port when needed and restore the default port after validation. - The user has a strong project preference that play mode must be stopped before edits because network ports can remain occupied otherwise. -- When the user requests a commit, create the commit and show the message, then **ask before pushing**. Only push after explicit confirmation. +- Unless the user explicitly asks to stop before push, when the user requests a commit, create the commit, show the message, and push by default. Treat approval to run `git push` as the push confirmation. Ask separately only for destructive push flows such as force-push or history rewrite. - Commit messages should follow the recent project history style: use a type prefix such as `feat:`, `fix:`, or `chore:` and write the subject in Korean so the gameplay/UI/system change is clear from the log alone. - When the change is substantial, include a blank line after the subject and add Korean bullet points that summarize the work by feature/purpose, similar to commit `0889bb0` (`feat: 드로그 집행 개시 패턴 및 낙인 디버프 추가`). - Prefer the format `type: 한글 요약` for the subject, then `- 변경 사항` bullet lines for the body. Use `feat:` for feature work, `fix:` for bug fixes, and `chore:` for non-feature maintenance such as scene/prefab cleanup, asset reorganization, or other miscellaneous upkeep. The body should mention key implementation scope, affected systems/assets, and validation or rollback notes when relevant.