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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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referencescategoriestweening.md

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Aurelius Protocol: Tweening NEVER List

  • NEVER instantiate a Tween using Tween.new() — Tweens created manually are invalid. Always use create_tween() or get_tree().create_tween() [3, 4].
  • NEVER attempt to reuse a finished Tween — Tweens are single-use objects. To replay an animation, you must create a new one [4].
  • NEVER manually instantiate PropertyTweener or CallbackTweener — These must be generated only by the parent Tween methods like tween_property [5].
  • NEVER create an infinite loop containing only 0-duration animations — This will freeze the engine. Always include at least one step with duration [10].
  • NEVER use multiple Tweens to animate the same property simultaneously — The last one created takes priority, causing flicker. Use kill() on the old reference first [11, 12].
  • NEVER use linear interpolation for UI/Juice — TRANS_LINEAR feels robotic. Use EASE_OUT + TRANS_QUAD or EASE_IN_OUT + TRANS_CUBIC for organic motion [22].
  • NEVER create tweens in _process without guards — Creating 60 tweens per second will crash the app. Use a state check or kill the running one.
  • NEVER skip bind_node(self) for non-global tweens — If the node is freed while a tween is running, it can cause errors. Binding ensures it dies with the node [13].
  • NEVER use 0-duration tweens for state changes — If you want an instant change, just set the property directly (position = goal) to save overhead [20].
  • NEVER forget to call chain() when returning from set_parallel(true) — If you want a sequence after a parallel block, you must explicitly chain it [15].
<!-- 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-tweening/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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