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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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referencescategoriesdebugging-profiling.md

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Aurelius Protocol: Debugging Profiling NEVER List

  • NEVER use print() without descriptive context — print(value) is useless. Use print("Player health:", health) with labels.
  • NEVER leave debug prints in release builds — Wrap in if OS.is_debug_build() or use custom DEBUG const. Prints slow down release.
  • NEVER ignore push_warning() messages — Warnings indicate potential bugs (null refs, deprecated APIs). Fix them before they become errors.
  • NEVER use assert() for runtime validation in release — Asserts are disabled in release builds. Use if not condition: push_error() for runtime checks.
  • NEVER profile in debug mode — Debug builds are 5-10x slower. Always profile with release exports or --release flag.
  • NEVER assume Engine.capture_script_backtraces(true) is cheap — Capturing locals allocates significant memory and can prevent objects from being deallocated, causing artificial leaks [19].
  • NEVER call push_error() or print() inside a custom Logger._log_message override — This causes infinite recursion and crashes as the logger intercepts its own output [20].
  • NEVER leave the Visual Profiler running during gameplay tests — Continuous polling degrades framerates significantly, invalidating actual performance metrics [21].
  • NEVER rely on OS.get_ticks_msec() for microbenchmarking — Milliseconds lack precision for logic timing; ALWAYS use Time.get_ticks_usec() for microsecond precision [22].
  • NEVER assume OBJECT_ORPHAN_NODE_COUNT works in production — This monitor is strictly debug-only; it safely returns 0 in release builds, potentially hiding leaks [23].
  • NEVER benchmark with V-Sync enabled — V-Sync throttles metrics to the monitor refresh rate, masking the true CPU/GPU processing overhead [24].
  • NEVER leave print_stack() or print_debug() in release builds — These are often stripped or useless outside the debugger. Use structured logging for production [25].
  • NEVER strip debugging symbols if using external C++ profilers — Stripping destroys call stack readability for external tools like Perfetto or VerySleepy [26].
  • NEVER forget to unregister an EditorDebuggerPlugin in _exit_tree() — Failing to clean up leaves "ghost" connections in the engine's debugging loop [27].
  • NEVER trust the Visual Profiler on macOS when using the Compatibility renderer — Platform-specific driver limitations severely restrict OpenGL profiling accuracy on macOS [28].
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/scripting/debug/objectdb_profiler.html - https://docs.godotengine.org/en/stable/tutorials/scripting/debug/the_profiler.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md — remediation after profiler confirmation 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.

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  • 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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