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@github-actions github-actions released this 12 Oct 09:06
· 48 commits to master since this release
a82a195

A correction release. Every code example and every statement tied to a Godot version was checked
against the engine: GDScript parsed with Godot 4.7.2, C# compiled against Godot.NET.Sdk 4.7.2,
version claims compared across the 4.3 to 4.7 release tags. About 75 claims and 35 examples were
wrong and are fixed. Nothing was run inside a game, and prose not tied to a version was not
audited. The record is docs/superpowers/notes/2026-10-11-godot-4.7-callout-audit.md.

Changed

  • A report no longer ends on its own questions. The session card's "report before you build"
    rule now ends: "A design decision needs the developer's answer or go-ahead first? Invoke
    godot-grill." On a plain feature request in a Godot project the grill now starts in about 4 of
    5 runs (0 of 3 before) and asks numbered questions with a recommendation each, instead of a
    design proposal followed by loose questions. It does not start for a bug report or after "skip
    the questions".
  • Mentor mode keeps click-paths to beginner level. At intermediate it names what to set up
    and gives a click-path only where the step differs between Godot versions or the user asks
    where something is.
  • godot-grill puts every question in the numbered list, each with a recommendation; nothing
    is asked after it.
  • state-machine and save-load name the approach they rejected and the factor that decided
    it.
  • godot-code-review and csharp-signals are picked more reliably. Their descriptions list
    trigger phrases; each started in 1 of 3 eval runs before and 3 of 3 after.

Fixed

Features that were described with an API that does not exist:

  • animation-system — bone constraints and IK solvers are configured per setting index
    (setting_count, set_apply_bone_name(i, …), set_root_bone_name(i, …)), not through flat
    properties. LookAtModifier3D.symmetry_limitation is a bool; SpringBoneSimulator3D has no
    damping property; there are five IK solvers, and the comparison table now follows the engine's
    class reference.
  • xr-development — there is no XRSpatialAnchor class: anchors use
    OpenXRSpatialAnchorCapability, OpenXRAnchorTracker and XRAnchor3D. Foveation and render
    models are core Project Settings, not OpenXR Vendors plugin options. visionOS has its own
    export preset, supports windowed apps only, and has no OpenXR.
  • godot-ui — stacked label effects live on LabelSettings, set per index.
  • shader-basics — stencil uses the stencil_mode statement in spatial shaders; the example
    shaders did not compile.
  • localization — CSV plurals use a ?plural column with continuation rows and work for any
    number of plural forms; the editor preview is under View → Preview Translation.
  • audio-system — runtime WAV loading is AudioStreamWAV.load_from_file().
  • csharp-signals — SignalAwaiter has no AsTask(); a [Signal] delegate without the
    EventHandler suffix is compile error GD0201; Godot disconnects connections when an object is
    freed, except custom signals and capturing lambdas.
  • export-pipeline, shader-basics — the Shader Baker shortens first-launch load but does
    not remove pipeline stutter, enlarges the PCK, does nothing on the Compatibility renderer, and
    cannot bake D3D12 or Metal from a Linux machine.

Wrong versions:

  • Volumetric fog blending changed in 4.6; 4.7 added the setting that restores the old look.
  • roughness_layers was 7 only in 4.6.0 and 4.6.1; LookAtModifier3D.relative was true only in
    4.6.0.
  • Jolt became the default for new projects in 4.6, not 4.4.
  • TileMapLayer and Parallax2D are 4.3; static variables are 4.1; threaded navigation baking is
    the default and predates 4.3.

Also corrected: specular occlusion, the 4.6 glow and screen-space reflection changes, SMAA, the
renderer support table, abstract-class rules, the 2D navigation server split, custom text servers
as GDExtensions, the Android OBB replacement, font hinting on upgrade, and about 25 C# and 10
GDScript examples with wrong constant, enum, method or type names. The full tables are in the
audit note.

Added

  • Eval cases that measure the session card. grill-05 to grill-07 scaffold a
    project.godot so the SessionStart hook injects the card; they need --scaffold.
  • Eval cases for domain skills. skill-01 to skill-15 (no 03), tagged discriminating or
    ceiling. The plugin's measurable gain is on Godot 4.7 changes: five cases score 1.00 with the
    plugin and 0.00 to 0.86 without. Results are in evals/SKILLS.md.
  • Manual tests 5.2b, 6.5 and 6.6 for the three behaviour changes. Not yet run.

Known limits

  • The new manual tests and the rest of tests/agent-integration/TEST_PLAN.md were not run.
  • 93 of 495 C# blocks could not be checked down to method bodies.
  • animation-system, xr-development and 3d-essentials are within 240 bytes of the 15,872-byte
    size warning; their next content change needs a section moved to references/ first.
  • Open items are in docs/superpowers/notes/2026-10-05-v1.15.0-followups.md §7.