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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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referencescomposition-apps-migration-notes.md

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Migration notes: godot-composition-apps

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

  • SubViewportContainer.mouse_filter must be STOP/PASS for embedded editor panes.
  • Object.get_meta_list() returns Array[StringName].
  • WorkerThreadPool.wait_for_task_completion() returns Error — handle failures in background import jobs.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • GraphEdit / GraphNode API moves (see dialogue graph notes) — update composable node-tool UIs.
  • NOTIFICATION_NODE_RECACHE_REQUESTED removed.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • auto_translate_mode inherit semantics — tool UI strings may need explicit locale nodes.
  • Binary serialization of custom Resource components changed — re-test saved workspace layouts.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths — component graphs referencing files by res:// string need UID resolution.
  • FileAccess.store_*() returns bool — check failures when persisting app layouts to user://.
  • Curve enforces min/max — remap animation curves used in UI tweens.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource.duplicate(true) deep-copies internal resources only — use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning nested component trees.
  • ProjectSettings.add_property_info() stricter validation for plugin-declared settings.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • EditorFileDialog APIs moved to FileDialog — update @tool composition editors.
  • TSCN unique node IDs — first save after upgrade produces large diffs in tool scenes.
  • FileAccess.get_as_text() drops skip_cr parameter.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • New project stretch defaults canvas_items + expand — dockable tool UIs may need anchor pass.
  • Packed array element assignment no longer triggers property setter — reactive UI binding via typed arrays needs audit.
  • Typed-return overrides must explicitly return — fix @tool scripts with typed _get()/_set().
  • Control.accessibility_live enum — expose live regions in accessible tool palettes.

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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