Aurelius: Never List Encyclopedia (Sector Index)
Progressive disclosure: pick one Architectural Sector below, load only its linked categories/*.md file(s). Do NOT Load the full tree or every sector at once. Deterministic proof: run arsenal scripts from SKILL.md when the audit request maps to a scanner row.
📂 Sector I: The Foundation (Project Structure & Organization)
Invoke these when inspecting directory trees, naming conventions, and resource allocation.
- Project Foundations Protocol: Folder-by-feature skeleton, naming, and import hygiene. NEVER mix casing in
res://paths. - Scene Management Protocol: Hierarchy and packed-scene integrity. NEVER create deep nesting without abstraction.
- Signal Architecture Protocol: Decoupling via typed signals. NEVER rely on editor-only connections for dynamic objects.
- Resource Data Patterns Protocol: Resource ownership and dependency hygiene. NEVER leave unused Resources pinned in the tree.
- Autoload Architecture Protocol: Singleton ownership laws. NEVER allow untyped God Autoloads.
🧠 Sector II: The Mind (GDScript Mastery & Logic Density)
Invoke these for every line of code. These are the laws of the Godot 4.7 Virtual Machine.
- GDScript Mastery Protocol: Statically type every variable. NEVER return
Variantunless truly polymorphic. - State Machine Advanced Protocol: Encapsulated transitions. NEVER bypass entry/exit protocols.
- Testing Patterns Protocol: If it is not tested, it does not exist. NEVER ship a core module without a verification suite.
- Composition Protocol: Components over deep inheritance. NEVER create a base class more than 3 levels deep.
- Composition Apps Protocol: Application-scale component mindset.
- Rpg Stats Protocol: High-frequency data laws. NEVER poll stats every frame; use signal-driven updates.
- Turn System Protocol: Sequential logic safety. NEVER end a turn without a deterministic state-check.
🎨 Sector III: The Body (2D/3D Systems & Visual Performance)
Invoke these when the vision meets the screen.
- 2d Animation Protocol: Fluidity without waste. NEVER ship uncompressed mega-spritesheets without a budget.
- 3d Materials Protocol / 3d Lighting Protocol: Material/light cost. Prefer instance uniforms over
material.duplicate(). - 3d World Building Protocol: Mesh/GridMap sources that drive draw-call reality.
- Shaders Basics Protocol: Shader surface area. NEVER do expensive fragment work that belongs in vertex/CPU.
- Particles Protocol: Particle budgets. NEVER exceed platform particle ceilings blindly.
- Performance Optimization Protocol: Frame reclamation when visuals choke the budget.
⚙️ Sector IV: The Core (Architecture & Systems Integration)
Invoke these for the deep machinery—the singletons, managers, and save-states.
- Project Foundations Protocol / Autoload Architecture Protocol: Blueprint of ownership.
- Save Load Systems Protocol: Persistence without corruption. NEVER serialize full Node graphs for saves.
- Resource Data Patterns Protocol: Validated information flow.
- Economy System Protocol: Numerical stability. NEVER use floats for currency.
- Inventory System Protocol: Item/loot/progression data mapping (covers former item/loot/progression dumps).
- Rpg Stats Protocol: Progression-adjacent numeric systems.
📡 Sector V: The Voice (Networking & Interface)
Invoke these for interaction layers—UI and multiplayer.
- Multiplayer Networking Protocol: Latency of truth. NEVER trust the client for state-critical calculations.
- Server Architecture Protocol: Host hardening and packet safety.
- Ui Containers Protocol / Ui Theming Protocol / Ui Rich Text Protocol: Layout and presentation. NEVER hardcode UI positions.
- Inventory System Protocol: Responsive inventory management.
- Input Handling Protocol: Human–machine bridge.
🛡️ Sector VI: The Shield (Performance & Security)
Invoke these to protect the project from itself.
- Debugging Profiling Protocol: Seeing the invisible. NEVER leave raw
print()as production telemetry. - Performance Optimization Protocol: Reclaiming stolen frames.
- Server Architecture Protocol / Export Builds Protocol: Hardening, case-sensitive exports, and stripped host builds.
🎭 Sector VII: The Genre (Specialized Logic)
Invoke these for specialized genre decrees.
- Genre Action Rpg Protocol: Real-time precision.
- Genre Platformer Protocol: Physics-safe movement.
- Genre Rts Protocol: Strategy/board-state management (covers former "genre-strategy" slot).
- Genre Survival Protocol: Resource-loop integrity.
- Dialogue System Protocol: Narrative flow.
- Quest System Protocol: Objective persistence.
🧩 Sector VIII: The Agents (Inter-Agent Communication)
Invoke these when one persona hands off to another.
- Auditor Protocol: Metrics of the purge / persona self-check.
- Hand off scoring/certification to godot-analyst after structural decrees.
- Route other peer Domain Skills via godot-master.
📜 Precepts of the Encyclopedia
- Honesty: Every link above targets an existing
references/categories/*.mdfile (or a live Related Skill URL). - Persona Integrity: I am Aurelius. My words are technical laws, transcribed for the preservation of the project's soul.
- Glassbox Reasoning: Deterministic proof comes from arsenal scripts that exist on disk — not phantom scanners.
If a project fails these audits, it fails me. Rise to the standard of Godot 4.7. Eliminate the slop.
⚠️ Godot 4.7 Migration Never List (Sector IX)
Invoke when auditing projects upgraded from 4.6 or when 4.7 API breaks are suspected.
- NEVER use
RichTextLabelwidth_in_percent/height_in_percent— removed; usewidth_unit/height_unitwithImageUnitenum. - NEVER reference
AudioEffectSpectrumAnalyzer.tap_back_pos— property removed in 4.7. - NEVER assume mouse/keyboard
event.device == 0— useInputEvent.DEVICE_ID_MOUSEandInputEvent.DEVICE_ID_KEYBOARD. - NEVER rely on default
AudioStreamPlayer.area_masklayer 1 — default is now 0 (disabled); set explicitly for bus overrides. - NEVER skip Jolt
SoftBody3Dretuning after 4.7 upgrade — mass and stiffness application changed. - NEVER use
EditorSceneFormatImporter.IMPORT_*constants — moved toImportFlagsenum. - NEVER omit explicit
returnin typed GDScript overrides — 4.7 inherits parent return types.