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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

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referencescategoriesanimation-player.md

≈595 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Animation Player NEVER List

  • NEVER forget RESET tracks — Without a RESET track, animated properties don't restore to initial values when changing scenes. Create RESET animation with all default states [12].
  • NEVER use Animation.CALL_MODE_CONTINUOUS for function calls — This calls the method EVERY frame during the keyframe. Use CALL_MODE_DISCRETE (calls once) to avoid logic spam [13, 77].
  • NEVER animate resource properties directly — Animating material.albedo_color creates embedded resources that bloat file size. Store the material in a variable or use instance uniform instead [14].
  • NEVER use animation_finished for looping animations — This signal doesn't fire for looped animations. Use animation_looped or check current_animation in _process().
  • NEVER hardcode animation names as strings across large codebases — Use constants or enums. Typos cause silent failures.
  • NEVER use seek() without update=true for same-frame logic — If you need properties to update immediately (e.g., for physics checks), you MUST set the update parameter to true.
  • NEVER leave unnecessary AnimationPlayers active — If an entity is off-screen and its animation is purely visual (no logic tracks), set active = false to save significant CPU/GPU processing [317].
  • NEVER change AnimationLibrary content while it is playing — This causes immediate crashes or undefined transform states. Stop the player or wait for the finished signal before swapping libraries.
  • NEVER rely on speed_scale for long-term synchronization — For multiplayer or rhythm games, use seek() with a global time reference to prevent frame-drift.
<!-- 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-animation-player/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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