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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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referencesai-navigation-migration-notes.md

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Migration notes: godot-ai-navigation

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

  • NavigationAgent2D/3D.set_velocity() removed — assign velocity property each physics frame for RVO avoidance.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles — retune avoidance crowding separately for agents vs static obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed — grep skill scripts for the old property name.
  • NavigationObstacle*.estimate_radius removed; get_rid() → get_agent_rid().
  • NavigationServer*.agent_set_callback() → agent_set_avoidance_callback(); legacy target-velocity / time-horizon server APIs split or removed.
  • PathFollow2D.lookahead removed — update 2D escort / patrol samples that follow baked paths.

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

  • AStar2D/3D/Grid2D.get_*_path() gain allow_partial_path — enable when agents should move toward a unreachable target instead of failing.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed — use NavigationAgent2D RVO on agents instead of region-side avoidance.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path() gains optional callback — use for async path requests without blocking the main thread.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Navigation regions update asynchronously by default (navigation/world/region_use_async_iterations) — wait a frame or poll before assuming rebaked navmesh is query-ready after geometry edits.
  • Navmesh merge order changed — edge merge errors may surface; tune merge_rasterizer_cell_scale and fix overlapping navmesh sources.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • AStar*.get_point_path() / get_id_path() return empty path when from_id is disabled/solid — treat empty as "no route" instead of error/null.

4.6 → 4.7

Official: Upgrading to Godot 4.7

No skill-relevant breaking changes for this hop.

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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