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/godot-master

@4c4d0ff

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-world-building-migration-notes.md

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Migration notes: godot-3d-world-building

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.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • MeshInstance3D.create_multiple_convex_collisions optional settings — update procedural collision-from-mesh recipes.
  • Node3D.look_at / look_at_from_position gain optional use_model_front.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade.
  • ImporterMesh/MeshDataTool/SurfaceTool compression flag widths → uint64.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Skeleton3D.add_bone returns int32; bone_pose_changed → skeleton_updated — fix rigged prop attachment in levels.
  • Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom level/chunk Resources.
  • PackedByteArray may use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold CSG booleans unsupported; use MeshInstance3D for quads, planes, and open meshes.
  • @export_file stores uid:// paths from the Inspector — level tools expecting res:// must resolve UIDs.
  • FileAccess.store_* methods return bool success — handle failures in procedural save/export helpers.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for kitbash assets.
  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning level Resource graphs.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • MeshInstance3D.skeleton default empty NodePath — explicit skeleton paths required for skinned kit pieces.
  • TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected for level scenes).

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Path3D snap-to-colliders for placing spline points on geometry.
  • 3D vertex snapping with vertex/origin base setting (editor B key workflow).
  • Prefer AreaLight3D for built-in rectangular area lights in blockout scenes.
  • EditorSceneFormatImporter import constants live under ImportFlags enum — update custom import tooling.

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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Last checked against GitHub 3 weeks ago.

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