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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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referencesgdscript-mastery-migration-notes.md

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Migration notes: godot-gdscript-mastery

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

  • Lifecycle _ready/_process no longer auto-call parent — use super().
  • Setters/getters syntax only partially converted — fix manually.
  • tool → @tool on built-in scripts often missed.
  • String vs StringName (&"name"); instance() → instantiate(); Array empty→is_empty, invert→reverse.
  • call_group is immediate by default — use GROUP_CALL_DEFERRED when needed.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Object.get_meta_list return type is Array[StringName] (was PackedStringArray).
  • WorkerThreadPool.wait_for_task_completion now returns Error.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • NOTIFICATION_NODE_RECACHE_REQUESTED removed from Node.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom 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

  • @export_file Inspector assignments become uid:// — scripts expecting res:// strings must resolve UIDs or use @export_file_path (4.5+).
  • FileAccess.store_* methods return bool success.
  • Curve enforces min_value/max_value — adjust curves that used points outside [0, 1].
  • OS.read_string_from_stdin requires buffer_size.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) for old behavior.
  • Node.get_rpc_config renamed to get_node_rpc_config.
  • JSONRPC.set_scope replaced by set_method.
  • ProjectSettings.add_property_info warns on invalid/usage keys.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected).
  • FileAccess.get_as_text drops skip_cr parameter.
  • Performance.add_custom_monitor gains optional type.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Setting an element of a packed array property no longer calls the property setter for the whole array.
  • Overrides of methods with typed returns must actually return (add return null if needed).
  • Object.is_class takes StringName.

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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