Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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Godot Language Configuration — setup-engine reference
Lookup tables for /setup-engine, split out of the skill body so they cost
nothing on invocations that are not Godot. Read this file only when the
chosen engine is Godot, and then only the subsection for the chosen language.
Referenced from Sections 4, 5 and 5.5 of /setup-engine by the names A1, A2
and A3.
In this file:
- A1. CLAUDE.md Technology Stack Templates
- A2. Naming Conventions
- A3. Engine Specialists Routing
A1. CLAUDE.md Technology Stack Templates
GDScript:
- **Engine**: Godot [version]
- **Language**: GDScript
- **Build System**: SCons (engine), Godot Export Templates
- **Asset Pipeline**: Godot Import System + custom resource pipeline
Guardrail: When using this GDScript template, write the Language field as exactly "
GDScript" — no additions. Do NOT append "C++ via GDExtension" or any other language. The C# template below includes GDExtension because C# projects commonly wrap native code; GDScript projects do not.
C#:
- **Engine**: Godot [version]
- **Language**: C# (.NET 8+, primary), C++ via GDExtension (native plugins only)
- **Build System**: .NET SDK + Godot Export Templates
- **Asset Pipeline**: Godot Import System + custom resource pipeline
Both — GDScript + C#:
- **Engine**: Godot [version]
- **Language**: GDScript (gameplay/UI scripting), C# (performance-critical systems), C++ via GDExtension (native only)
- **Build System**: .NET SDK + Godot Export Templates
- **Asset Pipeline**: Godot Import System + custom resource pipeline
A2. Naming Conventions
GDScript:
- Classes: PascalCase (e.g.,
PlayerController) - Variables/functions: snake_case (e.g.,
move_speed) - Signals: snake_case past tense (e.g.,
health_changed) - Files: snake_case matching class (e.g.,
player_controller.gd) - Scenes: snake_case matching the file (e.g.,
player_controller.tscn) - Constants: UPPER_SNAKE_CASE (e.g.,
MAX_HEALTH)
This list and the
namingenum table in Section 5.5.1 of the skill must agree, value for value. They are written into two different files —technical-preferences.mdfrom here,project.yamlfrom there — and Section 5.5.3 compares them and stops the skill on any mismatch. They disagreed onscenes(this list said PascalCase, the enum table said snake_case) for the GDScript column only, which halted/setup-engineon the most common Godot configuration there is. Changing a value in one place without the other reintroduces that halt.
C#:
- Classes: PascalCase (
PlayerController) — must also bepartial - Public properties/fields: PascalCase (
MoveSpeed,JumpVelocity) - Private fields:
_camelCase(_currentHealth,_isGrounded) - Methods: PascalCase (
TakeDamage(),GetCurrentHealth()) - Signal delegates: PascalCase +
EventHandlersuffix (HealthChangedEventHandler) - Files: PascalCase matching class (
PlayerController.cs) - Scenes: PascalCase matching root node (
PlayerController.tscn) - Constants: PascalCase (
MaxHealth,DefaultMoveSpeed)
Both — GDScript + C#:
Use GDScript conventions for .gd files and C# conventions for .cs files. Mixed-language files do not exist — the boundary is per-file. When in doubt about which language a new system should use, ask the user and record the decision in technical-preferences.md.
A3. Engine Specialists Routing
GDScript:
## Engine Specialists
- **Primary**: godot-specialist
- **Language/Code Specialist**: godot-gdscript-specialist (all .gd files)
- **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources)
- **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI)
- **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only)
- **Routing Notes**: Invoke primary for architecture decisions, ADR validation, and cross-cutting code review. Invoke GDScript specialist for code quality, signal architecture, static typing enforcement, and GDScript idioms. Invoke shader specialist for material design and shader code. Invoke GDExtension specialist only when native extensions are involved.
### File Extension Routing
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (.gd files) | godot-gdscript-specialist |
| Shader / material files (.gdshader, VisualShader) | godot-shader-specialist |
| UI / screen files (Control nodes, CanvasLayer) | godot-specialist |
| Scene / prefab / level files (.tscn, .tres) | godot-specialist |
| Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist |
| General architecture review | godot-specialist |
C#:
## Engine Specialists
- **Primary**: godot-specialist
- **Language/Code Specialist**: godot-csharp-specialist (all .cs files)
- **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources)
- **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI)
- **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only)
- **Routing Notes**: Invoke primary for architecture decisions, ADR validation, and cross-cutting code review. Invoke C# specialist for code quality, [Signal] delegate patterns, [Export] attributes, .csproj management, and C#-specific Godot idioms. Invoke shader specialist for material design and shader code. Invoke GDExtension specialist only when native C++ plugins are involved.
### File Extension Routing
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (.cs files) | godot-csharp-specialist |
| Shader / material files (.gdshader, VisualShader) | godot-shader-specialist |
| UI / screen files (Control nodes, CanvasLayer) | godot-specialist |
| Scene / prefab / level files (.tscn, .tres) | godot-specialist |
| Project config (.csproj, NuGet) | godot-csharp-specialist |
| Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist |
| General architecture review | godot-specialist |
Both — GDScript + C#:
## Engine Specialists
- **Primary**: godot-specialist
- **GDScript Specialist**: godot-gdscript-specialist (.gd files — gameplay/UI scripts)
- **C# Specialist**: godot-csharp-specialist (.cs files — performance-critical systems)
- **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources)
- **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI)
- **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only)
- **Routing Notes**: Invoke primary for cross-language architecture decisions and which systems belong in which language. Invoke GDScript specialist for .gd files. Invoke C# specialist for .cs files and .csproj management. Prefer signals over direct cross-language method calls at the boundary.
### File Extension Routing
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (.gd files) | godot-gdscript-specialist |
| Game code (.cs files) | godot-csharp-specialist |
| Cross-language boundary decisions | godot-specialist |
| Shader / material files (.gdshader, VisualShader) | godot-shader-specialist |
| UI / screen files (Control nodes, CanvasLayer) | godot-specialist |
| Scene / prefab / level files (.tscn, .tres) | godot-specialist |
| Project config (.csproj, NuGet) | godot-csharp-specialist |
| Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist |
| General architecture review | godot-specialist |