* Fix: document that rg --type gdscript is invalid, use --glob *.gd instead
Closes#37. ripgrep has no gdscript type — *.gd files are registered under
the gap type (GAP programming language). Using --type gdscript produces a
hard error, silently preventing any search from executing.
Added explicit warnings in two places:
- .claude/agents/godot-gdscript-specialist.md: new Tooling section with
the correct Grep tool param (glob: "*.gd") and shell equivalent
- docs/engine-reference/godot/current-best-practices.md: new Tooling
section agents read at version-check time
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Fix: propagate rg --glob *.gd tooling warning to all Godot agents
Closes the coverage gap identified in PR #42 review — the ripgrep
gdscript-type warning was only in godot-gdscript-specialist. Added
the same CRITICAL tooling section to godot-specialist,
godot-gdextension-specialist, godot-shader-specialist, and
godot-csharp-specialist so no Godot agent can silently misfire a search.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
- New agent: godot-csharp-specialist covering partial class requirement,
[Export]/[Signal] attributes, SignalName emit pattern, ToSignal async,
Godot.Collections vs .NET collections, [GlobalClass] resources, .csproj config,
and C#-specific anti-patterns
- /setup-engine now asks GDScript vs C# vs Both before showing the Technology
Stack when Godot is chosen; choice determines CLAUDE.md template, naming
conventions, and specialist routing
- Refactored Godot-specific variants (3 CLAUDE.md templates, naming conventions,
3 routing tables) into Appendix A at the bottom of the skill — main flow stays
clean for Unity/Unreal users
- argument-hint updated to include engine-only invocation mode
- Section 5 collaborative step and Section 12 summary output updated for language
awareness
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>