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/godot-master

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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-master

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references2d-physics-migration-notes.md

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Migration notes: godot-2d-physics

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • KinematicBody2D → CharacterBody2D; move/move_and_slide APIs changed — rewrite character controllers.
  • RigidBody2D / Area2D signal and layer naming unchanged in spirit but audit body_entered vs legacy enter signals from 2.x leftovers.
  • RectangleShape2D.extents → size (full size, not half-extents).
  • Bullet was never 2D-default; still re-test after 3→4 converter renames.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Area2D.priority type is int (was float) — audit serialized scenes and comparisons that stored fractional priorities.
  • PhysicsDirectSpaceState2D.collide_shape() return type changed to Array[Vector2] (was Array[PackedVector2Array]) — update shape-overlap snippets that iterated nested arrays.
  • Viewports with physics picking enabled now auto-mark InputEvents handled — remove redundant manual pick forwarding in ray/shape query tutorials.
  • PathFollow2D.lookahead removed — replace path-following samples with current PathFollow2D progress/rotation APIs.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

No skill-relevant breaking changes for this hop.

4.3 → 4.4

Official: Upgrading to Godot 4.4

No skill-relevant breaking changes for this hop.

4.4 → 4.5

Official: Upgrading to Godot 4.5

No skill-relevant breaking changes for this hop.

4.5 → 4.6

Official: Upgrading to Godot 4.6

No skill-relevant breaking changes for this hop.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • PhysicsServer2D.body_set_shape_as_one_way_collision() adds optional direction relative to the shape — pass the platform normal (e.g. Vector2.UP.rotated(shape_rotation)) instead of assuming global up.
  • CollisionShape2D one-way collision direction is shape-relative — re-test tile and StaticBody one-way platforms after upgrade; rotate the shape or set direction explicitly for angled one-ways.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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