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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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references3d-lighting-migration-notes.md

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Migration notes: godot-3d-lighting

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

  • GIProbe → VoxelGI; BakedLightmap → LightmapGI (re-bake).
  • PanoramaSky/ProceduralSky → Sky.
  • SpatialMaterial → StandardMaterial3D.
  • Environment effect quality → project settings; keep visual toggles on Environment.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • RenderingServer.global_shader_parameter_get_list / RD shader version lists return Array[StringName].
  • RenderingDevice.draw_list_begin storage_textures typed as Array[RID].
  • Node3D.look_at / look_at_from_position gain use_model_front — retarget spot/area light rigs that used -Z forward assumptions.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade (re-import meshes that receive baked lighting).
  • ImporterMesh/MeshDataTool/SurfaceTool compression flag widths → uint64.
  • RenderingDevice BarrierMask enum values changed.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Reverse Z depth — update custom lighting/shadow shaders and depth-based effects (see Introducing Reverse Z article).
  • Decal modulate converted sRGB→linear — retune projector/decal tints in lit scenes.
  • RenderingDevice barrier/draw_list API simplified (post_barrier params removed).

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • RenderingDevice.draw_list_begin signature overhauled (params removed + breadcrumb).
  • Shader default texture parameter types use Texture / TextureLayered — affects light cookie and IES texture slots.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • RenderingServer.instance_reset_physics_interpolation / instance_set_interpolated removed.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Glow default blend Screen (brighter) — retune Environment glow; Mobile glow rewrite looks different.
  • Volumetric fog blending brighter — reduce density/energy in fog-heavy lighting setups.
  • New Windows projects default D3D12 driver — verify Forward+/Mobile lighting parity after backend change.
  • Sky reflection roughness_layers default 7 (was 8).

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Prefer AreaLight3D for rectangular soft lights — correct falloff and shadow softness vs emissive-material workarounds.
  • HDR output supported on major platforms — enable in Project Settings → Rendering → Viewport for a true HDR display chain.
  • Texture2D.get_format() unified on base class (ImageTexture/PortableCompressedTexture2D).
  • LinearToSRGB visual shader no longer clamps [0,1] on Mobile/Forward+ — rebalance tonemapped emissive looks.
  • Image.save_exr* gain color_image / max_linear_value optionals for HDR light-map export.
  • NEVER rely on emissive-only panels when AreaLight3D gives physically correct rectangular lighting in Forward+.

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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