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@github-actions github-actions released this 22 Oct 12:16
· 2 commits to master since this release
6da498d

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 the plugin-bundle branch, and the directory submission follows
    that branch. README links to files left out of the bundle point at the release tag on GitHub.
    npm test checks the bundle against the directory's file-count and file-size limits.

  • Marketplace installs follow the release bundle. The marketplace PRs that release.yml opens
    now set "ref": "plugin-bundle" on the godot-prompter entry in skillsmith and 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 on master between
    releases. Both hosts were checked installing from the branch. Cursor, Codex, OpenCode,
    Antigravity, Grok and local clones still install from master.

  • web-services — calling HTTP and WebSocket backends: one HTTPRequest per 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
    WebSocketPeer client. 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.yml assigns 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 bumped marketplace.json.
    scripts/sync-marketplace-readme.mjs rewrites the skill and agent counts between comment markers;
    release.yml runs it in both marketplace PR steps and bump-version.mjs runs 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.Sdk 4.7.2 (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-testing and event-bus calling gdUnit4 APIs that do not exist (a GdUnit4.GdUnitTestSuite
    base class, a mocking API, .WithArgs on IsEmitted), limboai using LimboHSM / Anystate for
    the generated LimboHsm / ANYSTATE, and a Basis.IsOrthonormal() call GodotSharp does not have.
    gdUnit4.api is 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-organization put Sprite2D and CollisionShape2D under plain
    Node containers, which breaks transform inheritance and leaves a body with no shape; the
    hand-rolled DialogueManager autoload had a class_name clashing with its own autoload name; the
    inventory registry scanned for .tres files that an exported build lists as .tres.remap;
    godot-optimization recommended CanvasGroup for batching, which breaks batching;
    multiplayer-basics set 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-services 15,800 → 13,259 (WebSocket client to references/websocket-client.md),
    rendering-pipeline 15,633 → 14,088 (SubViewports to references/subviewports.md),
    shader-basics 15,344 → 13,507 (Visual Shaders to references/visual-shaders.md), input-handling
    15,268 → 13,419 (the VirtualJoystick recipe merged into references/touch.md). Earlier in the
    cycle animation-system, xr-development and 3d-essentials were moved the same way.

Tests

  • Three new claude plugin eval cases in evals/SKILLS.md, each fact checked against the engine
    source first: skill-17-rendering-pipeline 0.92 with the skill vs 0.50 without (Δ +0.42,
    discriminating: the bare model recommends FSR 1 on the Mobile renderer);
    skill-16-web-services 1.00 / 1.00 (ceiling; the skill fired in 1 of 3 runs, a routing gap
    carried to the follow-ups); skill-18-web-export 1.00 / 1.00 (ceiling).