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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.

referencescategoriesability-system.md

≈545 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Ability System NEVER List

  • NEVER use _process() for cooldown tracking — Use timers or manual delta tracking in _physics_process(). _process() has variable delta and causes cooldown desync in slow frames.
  • NEVER forget global cooldown (GCD) — Without GCD, players spam instant abilities. Add a small universal cooldown (0.5-1.5s) between all ability casts.
  • NEVER hardcode ability effects in manager code — Use the Strategy pattern. Each ability is a Resource with execute() method, not a giant switch statement.
  • NEVER allow ability use during animation lock — Check is_casting or animation_playing before allowing new casts. Interrupting animations breaks state machines.
  • NEVER save cooldown state without time normalization — Save "cooldown_end_time" (OS.get_unix_time() + remaining), not "remaining_time". Prevents exploits (change system clock, reload game).
  • NEVER use Singletons (Autoloads) for combat managers — Centralizing combat state in a global object makes tracking bugs difficult and breaks encapsulation. Keep abilities and stats scoped to the scenes that actually use them.
  • NEVER use Object Pooling with GDScript — GDScript uses reference counting memory management, so you generally do not need to pool instantiated abilities or projectiles. Simply instantiate and queue_free().
  • NEVER rely on deep inheritance trees — Avoid having a BaseAbility -> MagicAbility -> FireAbility inheritance hell. Use node composition instead.
<!-- 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-ability-system/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

No alerts16d3 checks · Risk SAFE
  • 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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