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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-materials-migration-notes.md

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Migration notes: godot-3d-materials

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

  • SpatialMaterial → StandardMaterial3D.
  • StreamTexture → CompressedTexture2D (reimport).
  • ArrayMesh .res from 3.x incompatible — reimport source meshes.
  • ShaderMaterial: apply shader foundation 3→4 notes.

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].

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade (material slots may remap after upgrade).
  • 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 spatial/custom shaders on StandardMaterial3D overrides and depth-based effects.
  • Decal modulate converted sRGB→linear — emissive/decal material tints shift; rebalance albedo/emission pairs.
  • 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.
  • VisualShaderNodeVec4Constant input type → Vector4 — recreate material graph constants.
  • VisualShader cubemap / Texture2DArray nodes use TextureLayered.
  • CSG uses Manifold — non-manifold CSG booleans fail; use MeshInstance3D materials on imported meshes for planes/quads.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • RenderingServer.instance_reset_physics_interpolation / instance_set_interpolated removed.
  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old PBR assets.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Glow default blend Screen (brighter) — retune emissive materials against new default bloom.
  • Volumetric fog blending brighter — reduce fog density when pairing with transparent/transmission materials.
  • Sky reflection roughness_layers default 7 (was 8) — affects environment-reflection roughness on PBR materials.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Texture2D.get_format() unified on base class — use when branching shader logic on compressed vs HDR formats.
  • LinearToSRGB visual shader no longer clamps [0,1] on Mobile/Forward+ — rebalance emissive VisualShader graphs.
  • Image.save_exr* gain color_image / max_linear_value optionals for HDR texture export pipelines.

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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