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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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referencescategoriesgenre-simulation.md

≈752 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Genre Simulation NEVER List

  • NEVER use floating-point for primary currency; strictly use Integer Cents (or fixed-point math) to prevent accumulated precision errors in financial models.
  • NEVER process 1000+ entities individually in _process(); strictly use a Tick Manager to batch updates or process entities in rotating pools.
  • NEVER rely on linear cost scaling; strictly use Exponential Growth (Base * pow(1.15, Level)) to maintain challenge and strategic tension.
  • NEVER hide critical metrics from the player; strictly provide Detailed Breakdowns (Income vs. Expense) so players can make optimization-based decisions.
  • NEVER allow infinite resource stacking; strictly enforce Logistical Caps (warehouses/silos) to create meaningful space-management gameplay loops.
  • NEVER let the early game become a "Waiting Simulator"; strictly Front-Load Decisions and quick early wins to build player momentum.
  • NEVER modify a shared Resource directly; strictly use duplicate() to avoid unintentionally updating every building of that type.
  • NEVER tie simulation logic to the visual framerate; strictly use _physics_process() or delta accumulators for deterministic simulation results.
  • NEVER update UI labels every frame; strictly use Event-Driven Signals to refresh UI ONLY when the underlying data changes.
  • NEVER run heavy economic loops synchronously; strictly use WorkerThreadPool to offload complex calculations and prevent UI stutters.
  • NEVER store massive resource data as Nodes; strictly use RefCounted or Data Resources to avoid the memory/CPU overhead of the SceneTree.
  • NEVER ignore OS.low_processor_usage_mode; strictly enable it for stationary management screens to save massive CPU/Battery life.
  • NEVER manipulate the SceneTree from background threads; strictly use call_deferred() for thread-safe UI updates.
  • NEVER parse large JSON save files on the main thread; strictly use Threaded Serialization or optimized binary .res formats.
  • NEVER use standard equality (==) for needs; strictly use is_equal_approx() to prevent floating-point jitter failures in logic gates.
<!-- 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-simulation/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

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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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