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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.

referencescategoriesgdscript-mastery.md

≈602 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Gdscript Mastery NEVER List

  • NEVER use @onready and @export on the same variable — Initialization order will cause @onready to overwrite the Inspector value [1].
  • NEVER modify a Dictionary's size while iterating it — Use dict.keys().duplicate() or iterate a clone to safely erase elements [2, 3].
  • NEVER use string-based connect("signal", ...) — Always use the Signal object syntax (button.pressed.connect(...)) for compile-time safety [4].
  • NEVER attempt to override non-virtual native engine methods — Overriding queue_free() or get_class() is unsupported and will be ignored by engine callbacks [5, 6].
  • NEVER use dynamic get_node() or $ inside _process() — Fetching paths every frame stalls the CPU. Cache and use @onready [7, 8].
  • NEVER use Parent.method() calls — Violates "Signal Up, Call Down". Use signals to communicate with parents.
  • NEVER use is followed by a hard cast — If the type check passes but the object changes, it crashes. Use as and check for null.
  • NEVER use print() for production debugging — Use push_error(), push_warning(), or breakpoints to ensure errors are visible in the console/logs.
  • NEVER pre-load huge resources in _ready() — This causes frame stutters. Use ResourceLoader.load_threaded_request() for async loading.
  • NEVER use global variables in Autoloads when static var is sufficient — Static variables offer better encapsulation and less project pollution [24].
  • Pattern: "Signal Up, Call Down". Children should never call methods on parents; they should emit signals instead.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/warning_system.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/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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