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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.

referencescategoriesgenre-puzzle.md

≈690 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Genre Puzzle NEVER List

  • NEVER punish experimentation; strictly provide Undo/Reset functionality to allow risk-free hypothesis testing.
  • NEVER require pixel-perfect input for logic puzzles; strictly use Grid Snapping or large, forgiving hitboxes.
  • NEVER allow undetected Soft-Locks (unsolvable states); strictly notify the player or provide immediate backtracking.
  • NEVER hide the rules of the world; strictly ensure visual feedback is instant and unambiguous (e.g., powered wires must glow).
  • NEVER skip the Non-Verbal Tutorial phase; strictly introduce mechanics in isolation before combining them.
  • NEVER use floating-point numbers (Vector2) for grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use _process() for grid-state or win-condition validation; strictly trigger checks only when a piece moves.
  • NEVER rely on the SceneTree structure as the source of truth; strictly maintain grid data in a separate script/dictionary.
  • NEVER modify a Dictionary or Array size while iterating over it; strictly use a copy or a separate queue for modifications.
  • NEVER calculate heavy recursive solvers in _process(); strictly cache results or use threaded workers for solve-checks.
  • NEVER ignore diagonal rules in pathfinding; strictly configure AStarGrid2D.diagonal_mode correctly.
  • NEVER program custom command history queues manually; strictly use Godot's built-in UndoRedo system for reliability.
  • NEVER intermingle "do" and "undo" logic in the same function; strictly maintain separation for predictable rollbacks.
  • NEVER use exact floating-point equality (==); strictly use is_equal_approx() for spatial constraints.
  • NEVER use load() for resetting large rooms dynamically; strictly use ResourceLoader.load_threaded_request().
  • NEVER leave Tween objects unreferenced; strictly kill active tweens before starting new movement on the same object.
<!-- 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-genre-puzzle/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 - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md — simulate balance impact of structural fixes 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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