All skills
thedivergentai avatar

/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-shooter-fps.md

≈831 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Genre Shooter Fps NEVER List

  • NEVER use _process() for hit detection; strictly use _physics_process() to maintain frame-rate independent accuracy.
  • NEVER apply recoil to the physical weapon model; strictly apply it to Camera Rotation (kick) and Weapon Bloom (spread).
  • NEVER trust the client for hit registration in multiplayer; strictly use Server-Authoritative validation with lag compensation.
  • NEVER synchronize every bullet over the network; strictly use Client-Side Prediction and send only initial "Fire" events.
  • NEVER use Area3D or move_and_collide() for high-speed ballistics; strictly use PhysicsDirectSpaceState3D.intersect_ray() for 100x better performance.
  • NEVER forget to exclude the player's own RID from hitscan raycasts; otherwise, shots will collide instantly with the barrel.
  • NEVER use exact floating-point equality (==) for weapon cooldowns or timers; strictly use is_equal_approx().
  • NEVER use a single AudioStreamPlayer for gunfire; strictly use Layered Audio (Mechanical + Shot + Reverb Tail).
  • NEVER instantiate and free() hundreds of projectile nodes; strictly use Object Pooling or the RenderingServer.
  • NEVER use Sprite3D or QuadMesh for bullet impacts; strictly use the Decal node for surface-conforming texture projection.
  • NEVER leave decals in the scene indefinitely; strictly implement a fade-out and cleanup cycle.
  • NEVER use Transform3D.looking_at() for forward shooting vectors; strictly extract the direction from -transform.basis.z.
  • NEVER multiply velocity by delta before move_and_slide(); the method internalizes the timestep automatically.
  • NEVER poll mouse motion inside _physics_process(); strictly use _input() for zero-latency camera look.
  • NEVER accumulate mouse rotation directly onto a Transform3D; strictly store Yaw/Pitch variables to avoid gimbal lock.
  • NEVER hardcode weapon statistics (Damage, Recoil) inside logic; strictly use Resource-based WeaponData for balancing.
  • NEVER tightly couple damage logic to specific classes; strictly use Duck-Typing (has_method("take_damage")) for environment interactivity.
  • NEVER use standard Strings for high-frequency state identifiers; strictly use StringName (e.g., &"reloading").
  • NEVER use the ! (NOT) operator in AnimationTree expressions; strictly use is_firing == false.
  • NEVER connect weapon signals via string-based calls; strictly use Signal-Object syntax (fired.connect).
<!-- 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-shooter-fps/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

README badge

README badge for thedivergentai/gd-agentic-skills/godot-auditor