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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.

referencescategoriescamera-systems.md

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Aurelius Protocol: Camera Systems NEVER List

  • NEVER use global_position = target.global_position every frame — Instant position matching causes jittery movement. Use lerp() or position_smoothing_enabled = true [12].
  • NEVER use offset for permanent camera positioning — offset is for shake, sway, or temporary recoil effects only. Use position for permanent framing to avoid logic conflicts [14].
  • NEVER forget limit_smoothed = true for Camera2D — Hard boundaries cause jarring visual stops. Smoothing against limits ensures a professional feel [13].
  • NEVER enable multiple Camera2D nodes in the same viewport simultaneously — Only the last enabled camera takes precedence. Explicitly disable inactive cameras [15].
  • NEVER use SpringArm3D without a collision mask — It will clip through terrain and walls. Set it to the world/environment layer [16].
  • NEVER implement screen shake by randomizing position directly — This overwrites follow-logic. Use offset or a dedicated Trauma/Noise system to Layer shake over the follow-position [27, 28].
  • NEVER parent the Camera directly to a high-speed physics body — Physics stutter or parent rotation will cause motion sickness. Use RemoteTransform2D/3D with rotation sync disabled for a stable view [30].
  • NEVER use look_at() in 3D without a fallback for the 'Up' vector — If the target is directly above/below, the camera will flip wildly. Use guards or Quaternion math for vertical tracking.
  • NEVER rely on SubViewport defaults for Mini-maps — Viewports are expensive; explicitly set render_target_update_mode to UPDATE_WHEN_VISIBLE or a fixed lower framerate to save GPU [156].
  • NEVER use linear interpolation for Zoom — It feels 'robotic'. Use exponential lerp or a Tween with TRANS_CUBIC for a more natural tactical feel.
<!-- 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-camera-systems/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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