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Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

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referencesaudit-standards.md

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📜 Aurelius Expert Audit Standards (Godot 4.7+)

This document defines the technical benchmarks for the Aurelius Protocol. These standards represent the "Gold Standard" for professional-grade Godot 4.7 development.


🏛️ Architectural Integrity (The "Foundational Pillars")

1. The Bridge Pattern (UI-to-Logic)

  • Standard: Direct node references between UI and Game Logic are PROHIBITED.
  • Expert Pattern: Use a "Bridge" Resource or a dedicated "UIController" that listens for Signal Bus events.
  • Reasoning: Decouples UI skinning from core mechanics, allowing for easy UI redesigns without breaking game logic.

2. Signal Topology (The "Signal-Up" Mandate)

  • Standard: Signals must flow UP the scene tree. Calls must flow DOWN.
  • Violation: A child node calling get_parent().update_score().
  • Correct Protocol: Child emits score_changed(delta); Parent connects to its child and handles the method call.

3. Composition via Node-Components

  • Standard: Favor shallow inheritance (max 3 levels). Use "Actor Components" (Node-based) for reusable behaviors.
  • Expert Pattern: HitboxComponent, HealthComponent, AIControllerComponent.

⚡ Performance Protocol (Godot 4.7 Nuances)

1. The "Main Thread" Sanctuary

  • Standard: Any operation taking > 2ms (e.g., massive JSON parsing, long-distance pathfinding) MUST be offloaded.
  • Expert Pattern: Use WorkerThreadPool.add_task() for data-heavy tasks. Use Thread only for dedicated long-running background loops.

2. RID-Level Management (Rendering Slop)

  • Standard: Direct RenderingServer calls for thousands of objects instead of тысячи Sprite2D nodes.
  • Expert Pattern: Use RenderingServer.canvas_item_create() and RIDs for high-density particle/projectile systems outside of GPUParticles.

3. Type Safety & Hashing

  • Standard: Typed Dictionaries and Arrays for ALL public APIs.
  • Expert Pattern: Use StringName (&"name") for all dictionary keys, signal names, and animation calls to avoid redundant hashing at runtime.

🛡️ Never vs Always (Expert Checklist)

Topic ❌ NEVER (Legacy Slop) ✅ ALWAYS (Expert Protocol)
Signals connect("string", ...) signal_object.connect(callable)
Containers var data := {} var data: Dictionary[int, Resource] = {}
Nodes get_node("../Sibling") @export var sibling: Node
Strings var x = "name" var x = &"name" (StringName)
Timers get_tree().create_timer() Reusable Timer node or manual delta accumulation.
Loading load("res://path") preload("res://path") or ResourceLoader background tasks.

Reference version 2.0.0 | Aurelius Protocol Authorized | Godot 4.7+ Verified

<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html - https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html - https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md — foundational pillars Aurelius standards assume - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md — main-thread and RID performance protocol - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md — signal-up topology in the standards Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

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    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

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