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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

This session only. Nothing lands on disk.

referencesagent-vision-typography-sight.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Typography sight (receptor-level)

MANDATORY with Family TYPE in taste-receptors.md. Every TYPE-* row must be scored when text is visible — not vibes, not a single “type looks fine.”

If microcopy is unreadable at short-edge 512, re-capture --detail or crop before locking TYPE scores.


Architecture (production)

Anchor the scale to the HUD floor (smallest critical label at lowest target device), then step up:

Ratio Use
~1.20–1.25 Dense HUD
~1.333 Menus / clearer hierarchy
≥1.5 Marketing drama only — not HUD data

Named roles (TYPE-ROLE-TOKEN):

Role Job Typical fail
HUD-Label / data Ammo, timers, HP, currency Display/script face
Tooltip / body Sentences, settings Ultra-condensed / tiny
Menu-Header Sectioning Same as body
Display Splash, chapter, score reveal Used for dense numbers
Diegetic-Prop In-world screens Replaces critical HUD

Face cap (TYPE-FACE-CAP): ≤2 families (+ optional mono/data). ≥4 → 0.

Optical size (TYPE-OPSZ-MATCH / TYPE-WEIGHT-OPSZ / TYPE-HUD-FLOOR / TYPE-ANGULAR-SIZE):

  • Micro HUD uses micro/text cuts — open apertures, relaxed spacing.
  • Display cut at 11px HUD → 0.
  • Critical HUD ~0.3°+ angular size at stated viewing distance.
  • Floor copied from 4K desktop → 0.

Numerals (TYPE-NUM-*)

Games are number-heavy. Score harshly.

Receptor Pass Fail
TYPE-NUM-TABULAR Columns align; even advances 1 much narrower than 8
TYPE-NUM-LINING Digits on baseline row Oldstyle drop in timer
TYPE-NUM-OSF-OK OSF only in flavor/marketing OSF in stacked stats
TYPE-NUM-SLASH-ZERO Slashed 0 when 0/O ambiguous Confusable serials
TYPE-NUM-DISTINCT 0≠O, 1≠l, 5≠S under pressure Confusable in heat
TYPE-NUM-WEIGHT Numerals ≥ label weight Thin decorative HP
TYPE-MONO-DATA Mono/tabular for codes/timers Proportional letter-spacing hack
TYPE-STAT-ALIGN ATK/DEF grid Ragged values
TYPE-TIMER-STABLE MM:SS holds on tick Width jitter each second

Metrics / case / OpenType

Receptor Pass Fail
TYPE-XHEIGHT Open counters at HUD size Filled a/e; hairlines
TYPE-TRACK-BODY ≤~0.05em Spaced-out cinematic body
TYPE-TRACK-DISPLAY / HUD Intentional logo; slight HUD tight Accidental collision / crushed %
TYPE-LEAD-BODY / DENSE / DISPLAY ~1.5–1.65 / 1.3–1.4 / 1.05–1.2 Colliding or huge voids
TYPE-KERN-LOGO Clean AV/To Exploded logo
TYPE-ALLCAPS-BODY / CASE-* Spare caps; sentence body; micro legal sized Caps walls; Title Case body; 8px caps para
TYPE-ITALIC-UI Rare flavor Italics = every emphasis
TYPE-LIGA-DISPLAY Ligatures in chapter art only Ligatures in HUD timer
TYPE-GLYPH-INTEGRITY Real language Fake/garbled mush
TYPE-HINT-RASTER Pixel fonts integer scale Non-integer blur

Display vs HUD (TYPE-DISPLAY-HUD-SPLIT) — ship blocker

2: Display carries tone; HUD/data is boring and open. 0: Chapter-title face on ammo/HP/cooldowns OR diegetic distress type on critical readouts.

Also score: TYPE-PAIR-DNA, TYPE-GENRE-SIGNAL, TYPE-DIEGETIC-DISTRESS, TYPE-PLATE-TYPE, TYPE-LOC-EXPAND / RTL, TYPE-MICRO-LEGAL, TYPE-MARKETING-DISPLAY.


Fix language (bind to receptor IDs)

  1. TYPE-DISPLAY-HUD-SPLIT=0 — move ammo/HP off display face onto neutral HUD face; increase numeral weight.
  2. TYPE-NUM-TABULAR=0 — enable tabular/even-width numerals for currency columns.
  3. TYPE-OPSZ-MATCH=0 — swap display cut for text/micro master at HUD size.
  4. TYPE-FACE-CAP=0 — delete tourist faces; keep one display + one UI family.
  5. TYPE-PLATE-TYPE=0 — add plate behind objective over gameplay.
  6. TYPE-GLYPH-INTEGRITY=0 / unreadable at 512 — re-capture --detail before rescoring.

Sources

  • Sidebearings — Game UI Type Systems; genre typography conventions
  • MDN — font-variant-numeric (tnum, lnum, onum, zero)
  • Monotype — optical sizing
  • WCAG / Xbox AGG — contrast intent for glyphs vs plates
  • Modular scale — major second → perfect fourth ratios

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    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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Signed by skilld at 4c4d0ff. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 3 weeks ago

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