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/godot-auditor

@57c9225

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

This session only. Nothing lands on disk.

referencescategories3d-lighting.md

≈642 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: 3D Lighting NEVER List

  • NEVER use VoxelGI without setting a proper extents — Unbound VoxelGI tanks performance. Always set size to tightly fit your scene.
  • NEVER enable shadows on every light — Each shadow-casting light is expensive. Use shadows sparingly: 1-2 DirectionalLights, ~3-5 OmniLights max.
  • NEVER forget directional_shadow_mode — Default is ORTHOGONAL. For large outdoor scenes, use PARALLEL_4_SPLITS for better shadow quality at distance.
  • NEVER use LightmapGI for fully dynamic scenes — Lightmaps are baked. Moving geometry won't receive updated lighting. Use VoxelGI or SDFGI instead.
  • NEVER set omni_range too large — Light attenuation is quadratic. A range of 500 affects 785,000 sq units. Keep range as small as visually acceptable.
  • NEVER hide a Light node using the Visible property to exclude it from a Lightmap bake — Hiding a light has no effect on the baker. You must change the light's Bake Mode to Disabled.
  • NEVER use VoxelGI with paper-thin walls — VoxelGI evaluates lighting using a 3D grid. Thin walls (less than one voxel thick) will cause severe light leaking. Seal your geometry or place hidden thick MeshInstance3D blocks around the exterior.
  • NEVER leave shadow bias at default for cascades — Default bias often causes Peter Panning or light leaking at split transitions. Tune bias per-light based on your scene's scale.
  • NEVER bake LightmapGI without a Denoiser — Godot's baked lightmaps are noisy by default. Use OIDN or JNLM (in Project Settings) for professional results.
  • NEVER use real-time SDFGI on Mobile/Compatibility renderers — It is a Forward+ exclusive feature. Use fake GI bounce lights for lower-end platforms.
  • NEVER use 'Update Continuity' in ReflectionProbes for performance — Keep ReflectionProbes on 'Update Once' and trigger manual updates only when necessary.
<!-- 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/scripting/gdscript/static_typing.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-3d-lighting/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite 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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  • Gen Agent Trust Hub16d

    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.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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