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Three new skills (59 in all), a C# method-body check of every code block, and a first prose audit of
the 56 existing skills. 61 C# errors and 349 wrong prose claims were fixed.
Added
-
A plugin-only branch for Anthropic's plugin directory. The directory held every version for
a reviewer (BINARIES_NOT_INSPECTED) because the repository root, which is the plugin folder,
tracks more than 600 files and the limit is 512. The release workflow now commits a bundle of only what
Claude Code loads (skills, agents, the SessionStart hook, the manifest and icon, README, LICENSE,
PRIVACY, SECURITY: 295 files) to theplugin-bundlebranch, and the directory submission follows
that branch. README links to files left out of the bundle point at the release tag on GitHub.
npm testchecks the bundle against the directory's file-count and file-size limits. -
Marketplace installs follow the release bundle. The marketplace PRs that
release.ymlopens
now set"ref": "plugin-bundle"on thegodot-prompterentry inskillsmithand the legacy
godot-prompter-marketplace, and wait for the bundle job. Claude Code and Copilot CLI installs
from either marketplace get the released tree instead of whatever is onmasterbetween
releases. Both hosts were checked installing from the branch. Cursor, Codex, OpenCode,
Antigravity, Grok and local clones still install frommaster. -
web-services— calling HTTP and WebSocket backends: oneHTTPRequestper request with
await, a reusable JSON API client autoload, transport result vs HTTP status, JSON numbers
parsing as floats, downloads with progress, image loading, form and multipart uploads, TLS and
keeping privileged keys off the client, retries with backoff, cancellation, token refresh, and a
WebSocketPeerclient. References:rest-client-patterns.md,downloads-and-uploads.md. -
rendering-pipeline— project-level rendering decisions that 3d-essentials did not cover:
renderer per platform, a lighting strategy table and light budgets per renderer, anti-aliasing
and 3D resolution scaling with the renderer each mode actually supports (checked against the
4.7.2 renderer source: FSR 1 and 2 are Forward+ only), SubViewport update modes, shader stutter,
rendering stats and debug draw. Reference:graphics-settings.md(preset menu with persistence). -
web-export— the browser target, promoted from a row in export-pipeline: preset options and
defaults, threads vs no threads and the COOP/COEP headers, itch.io / GitHub Pages / own-server
hosting, the PWA header workaround,JavaScriptBridge,user://persistence in IndexedDB,
autoplay and sample playback, input gestures, and load size. GDScript only, because C# projects
cannot export to Web in Godot 4. References:hosting.md,javascript-bridge.md. -
export-pipeline gained
references/steam-release-planning.md(#32, closes #30): the release
side of shipping on Steam, which the upload-focused distribution reference left out. The 21-day
app-fee wait, the two-week Coming Soon minimum, store page and build review lead times, a
backwards timeline from a launch date, store and library asset sizes, demo and Next Fest rules,
discount cooldowns and wishlist emails, and when a Godot game needs the Steamworks API at all.
Each section names the Steamworks page its values come from. -
Issue auto-assignment.
.github/workflows/auto-assign-issues.ymlassigns the repository owner
to every newly opened issue, so a new issue produces a notification instead of arriving unassigned. -
Marketplace README count sync. The skillsmith and godot-prompter-marketplace READMEs had
drifted to 41 and 44 skills because a release only bumpedmarketplace.json.
scripts/sync-marketplace-readme.mjsrewrites the skill and agent counts between comment markers;
release.ymlruns it in both marketplace PR steps andbump-version.mjsruns it for local sibling clones.
Fixed
- export-pipeline told readers to disable web threads with
rendering/threads/thread_model=0.
Threads are an export preset option (variant/thread_support, off by default since 4.3). - 3d-essentials said LightmapGI requires Forward+. It plays on all three renderers and only
bakes in a Forward+ or Mobile editor; the renderer comparison now shows SSAO in Compatibility from 4.6. - C# method-body check. 513 of 517 C# blocks were compiled to method bodies against
Godot.NET.Sdk4.7.2 (the other 4 are pseudo-code or deliberately wrong) and every "name does not
exist" error was triaged. 61 real errors were fixed in 13 skills; the worst were
godot-testingandevent-buscalling gdUnit4 APIs that do not exist (aGdUnit4.GdUnitTestSuite
base class, a mocking API,.WithArgsonIsEmitted),limboaiusingLimboHSM/Anystatefor
the generatedLimboHsm/ANYSTATE, and aBasis.IsOrthonormal()call GodotSharp does not have.
gdUnit4.apiis pinned to 4.3.1 for Godot 4.3 (5.x needs 4.4+). Method and counts:
docs/superpowers/notes/2026-10-21-csharp-body-check.md. - Prose audit. 2,338 claims in the 56 existing skills were checked against the engine source and
class reference, in seven batches: 349 were wrong and fixed, 16 softened where they could not
be verified. The worst:scene-organizationputSprite2DandCollisionShape2Dunder plain
Nodecontainers, which breaks transform inheritance and leaves a body with no shape; the
hand-rolledDialogueManagerautoload had aclass_nameclashing with its own autoload name; the
inventory registry scanned for.tresfiles that an exported build lists as.tres.remap;
godot-optimizationrecommendedCanvasGroupfor batching, which breaks batching;
multiplayer-basicsset authority on the server only, so clients never agreed;godot-testing
documented gdUnit4 and GUT command lines that do not exist. Claims and sources per batch:
docs/superpowers/notes/2026-10-21-prose-audit.md.
Changed
- Pattern X moves to keep the tightest skills clear of the 16 KB budget (bytes, validator count):
web-services15,800 → 13,259 (WebSocket client toreferences/websocket-client.md),
rendering-pipeline15,633 → 14,088 (SubViewports toreferences/subviewports.md),
shader-basics15,344 → 13,507 (Visual Shaders toreferences/visual-shaders.md),input-handling
15,268 → 13,419 (the VirtualJoystick recipe merged intoreferences/touch.md). Earlier in the
cycleanimation-system,xr-developmentand3d-essentialswere moved the same way.
Tests
- Three new
claude plugin evalcases inevals/SKILLS.md, each fact checked against the engine
source first:skill-17-rendering-pipeline0.92 with the skill vs 0.50 without (Δ +0.42,
discriminating: the bare model recommends FSR 1 on the Mobile renderer);
skill-16-web-services1.00 / 1.00 (ceiling; the skill fired in 1 of 3 runs, a routing gap
carried to the follow-ups);skill-18-web-export1.00 / 1.00 (ceiling).