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@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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referencescategoriesmechanic-revival.md

≈551 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Mechanic Revival NEVER List

  • NEVER respawn the player with existing velocity — Always zero out velocity and angular_velocity in revival_state_reset_guard.gd or the player will fly into a wall upon respawning.
  • NEVER trust the nearest checkpoint by distance — Always use a 'Progress Index' (revival_checkpoint_validator.gd). Players in non-linear games may wander back to the start area; don't downgrade their respawn point.
  • NEVER skip 'Invincibility Frames' (I-frames) — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.
  • NEVER save checkpoints solely in RAM — If the game crashes, the player loses progress. Use revival_checkpoint_persistence.gd to write to user:// immediately.
  • NEVER hardcode checkpoint coordinates — Use Marker3D or Area3D nodes in the scene. Hardcoded coords break as soon as level geometry changes.
  • NEVER delete the player node on death — queue_free()ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.
  • NEVER respawn instantly — An instant snap is disorienting. Always use a 1-2s delay with a screen fade or death animation to allow the player to process the failure.
  • NEVER reset the entire world on player death — In modern design, opened doors and collected unique items should stay persisted. Use a bitmask in the checkpoint resource to track 'World Progress'.
<!-- 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-mechanic-revival/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

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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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