summer-engine 1.2.1 → 1.3.0

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Files changed (31) hide show
  1. package/LICENSE +21 -0
  2. package/dist/commands/skills.js +9 -3
  3. package/dist/lib/skills-registry.d.ts +17 -11
  4. package/dist/lib/skills-registry.js +36 -11
  5. package/package.json +1 -1
  6. package/skills/README.md +96 -0
  7. package/skills/_meta/skill-create/SKILL.md +143 -0
  8. package/skills/_meta/skill-improve/SKILL.md +89 -0
  9. package/skills/_meta/skill-test/SKILL.md +86 -0
  10. package/skills/_shared/collaborative-protocol.md +50 -0
  11. package/skills/_shared/gd-style.md +121 -0
  12. package/skills/_shared/godot-version.md +32 -0
  13. package/skills/_shared/mcp-tools-reference.md +133 -0
  14. package/skills/_shared/template-registry.md +40 -0
  15. package/skills/_tests/runner.md +90 -0
  16. package/skills/_tests/specs/3d-lighting.md +19 -0
  17. package/skills/_tests/specs/asset-strategy.md +19 -0
  18. package/skills/_tests/specs/fps-controller.md +100 -0
  19. package/skills/_tests/specs/gdscript-patterns.md +19 -0
  20. package/skills/_tests/specs/make-game.md +19 -0
  21. package/skills/_tests/specs/scene-composition.md +19 -0
  22. package/skills/_tests/specs/ui-basics.md +19 -0
  23. package/skills/{asset-strategy → asset-pipeline/asset-strategy}/SKILL.md +4 -5
  24. package/skills/catalog.yaml +636 -0
  25. package/skills/{fps-controller → character-controllers/fps-controller}/SKILL.md +6 -5
  26. package/skills/{3d-lighting → rendering-and-lighting/3d-lighting}/SKILL.md +5 -5
  27. package/skills/{make-game → scene-and-project/make-game}/SKILL.md +5 -5
  28. package/skills/{scene-composition → scene-and-project/scene-composition}/SKILL.md +5 -5
  29. package/skills/{gdscript-patterns → scripting-patterns/gdscript-patterns}/SKILL.md +5 -5
  30. package/skills/{ui-basics → ui-and-ux/ui-basics}/SKILL.md +5 -5
  31. /package/skills/{gdscript-patterns → scripting-patterns/gdscript-patterns}/reference.md +0 -0
@@ -0,0 +1,50 @@
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+ # Collaborative Protocol — "May I write?"
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+
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+ > Every Summer skill must follow this. The agent works *with* the user, not around them.
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+
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+ ## The rule
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+
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+ **Before any user-visible write step, the agent must explicitly state what it is about to do and ask permission to proceed.**
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+
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+ This applies to:
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+ - Creating files (`.gd`, `.tscn`, `.tres`, JSON, configs)
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+ - Modifying existing files (especially `.gd` and `.tscn`)
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+ - Running irreversible operations (deletion, reset, force-overwrite)
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+ - Setting up project-wide settings (`project.godot`)
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+ - Installing tools, libraries, or templates
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+
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+ Reading is unconditional. Inspection, scene-tree walks, diagnostics — never need permission.
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+
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+ ## Phrasing
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+
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+ Plain, short, action-first. Examples:
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+
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+ > May I create `scenes/player.tscn` and add a CharacterBody3D + Camera3D?
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+
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+ > I'm about to overwrite `levels/level_01.tscn`. The current version has 14 nodes — I'll preserve them and add the new lighting setup. Continue?
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+
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+ > May I attach `scripts/player_controller.gd` to `./World/Player`?
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+
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+ > I'm going to bind `move_forward`, `move_back`, `move_left`, `move_right`, `jump`. OK?
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+
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+ ## What this prevents
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+
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+ 1. **Silent overwrites.** The agent stomps the user's hand-edited script.
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+ 2. **Cascading scope creep.** A "small fix" turns into a 30-file refactor.
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+ 3. **Unclear state.** The user has no idea what changed when something breaks.
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+ 4. **Trust loss.** One unauthorized edit and the user stops trusting the agent.
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+
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+ ## What this is NOT
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+
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+ - Not a confirmation dialog for every property change in a single skill execution. Group related writes into one ask: "I'm about to add the player root, attach the controller script, and bind 5 input actions. OK?"
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+ - Not a request for design input. The skill should know what to do; the ask is for permission, not direction.
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+ - Not a stop on simple read-only ops or single-property tweaks the user clearly directed.
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+
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+ ## Linter check
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+
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+ The `_meta/skill-test/SKILL.md` static linter looks for the phrases:
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+ - "May I" / "May I write" / "May I create" / "May I attach"
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+ - "I'm about to"
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+ - "Continue?" / "OK?" / "Proceed?"
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+
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+ A skill that mutates files but never says any of these fails the linter.
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+ # GDScript Style — Summer Conventions
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+
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+ > The bar for GDScript in Summer. Skills should produce code that matches this. Where Godot's official style guide is silent, this is the tiebreaker.
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+
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+ ## File structure
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+
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+ ```gdscript
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+ class_name PlayerController
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+ extends CharacterBody3D
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+
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+ # 1. Constants
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+ const SPEED := 5.0
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+ const JUMP_VELOCITY := 4.5
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+ const GRAVITY := 9.8
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+
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+ # 2. Exports (designer-tweakable in inspector)
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+ @export var move_speed: float = 5.0
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+ @export var jump_height: float = 1.0
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+ @export_range(0.1, 10.0) var look_sensitivity: float = 1.0
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+
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+ # 3. Signals (events this node emits)
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+ signal died
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+ signal health_changed(new_value: int)
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+
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+ # 4. Onready references (cached node lookups)
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+ @onready var camera: Camera3D = $Camera3D
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+ @onready var collision: CollisionShape3D = $CollisionShape3D
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+
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+ # 5. Private state (snake_case, leading underscore optional)
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+ var _is_grounded: bool = false
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+ var _velocity := Vector3.ZERO
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+
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+ # 6. Lifecycle (in canonical order)
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+ func _ready() -> void:
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+ pass
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+
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+ func _process(delta: float) -> void:
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+ pass
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+
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+ func _physics_process(delta: float) -> void:
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+ pass
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+
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+ func _input(event: InputEvent) -> void:
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+ pass
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+
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+ # 7. Public API (PascalCase or snake_case methods, snake_case for funcs)
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+ func take_damage(amount: int) -> void:
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+ pass
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+
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+ # 8. Private helpers (leading underscore)
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+ func _calculate_movement(delta: float) -> Vector3:
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+ return Vector3.ZERO
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+ ```
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+
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+ ## Type hints
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+
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+ **Always type-hint.** No bare `var x = 5`. Use `:=` for inferred typing or `:` for explicit.
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+
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+ ```gdscript
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+ # RIGHT
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+ var speed: float = 5.0
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+ var name := "Player"
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+ func attack(target: Node3D, amount: int) -> bool:
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+ return true
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+
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+ # WRONG
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+ var speed = 5.0
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+ func attack(target, amount):
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+ return true
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+ ```
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+
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+ ## Naming
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+
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+ | Thing | Convention | Example |
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+ |---|---|---|
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+ | Class | PascalCase | `class_name PlayerController` |
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+ | File | snake_case | `player_controller.gd` |
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+ | Variable, function | snake_case | `move_speed`, `take_damage()` |
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+ | Constant | SCREAMING_SNAKE_CASE | `const MAX_HEALTH := 100` |
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+ | Signal | snake_case (past tense for events) | `died`, `health_changed` |
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+ | Private | leading underscore | `_is_grounded`, `_calculate_movement` |
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+ | Node in scene | PascalCase | `Player`, `Camera3D`, `CollisionShape3D` |
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+
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+ ## Signals
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+
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+ Define with typed args. Connect in `_ready()` or in scene `.tscn` directly.
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+
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+ ```gdscript
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+ signal health_changed(new_value: int, max_value: int)
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+
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+ func _ready() -> void:
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+ health_changed.connect(_on_health_changed)
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+
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+ func _on_health_changed(new_value: int, max_value: int) -> void:
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+ pass
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+ ```
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+
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+ ## Tweens
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+
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+ Use `create_tween()` for animation. Don't manually lerp in `_process` unless you need fine control.
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+
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+ ```gdscript
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+ var tween := create_tween()
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+ tween.tween_property(self, "modulate", Color.WHITE, 0.3)
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+ ```
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+
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+ ## What to avoid
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+
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+ - Bare `var x = something` (no type)
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+ - `Object` typed parameters (use specific class)
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+ - `match` for two-branch logic (use `if`)
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+ - Recreating node lookups in `_process` (cache via `@onready`)
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+ - Hard-coded strings for node paths in code (use `@onready` + scene-relative paths)
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+ - Setting `position` in `_process` for physics objects (use `_physics_process` and `velocity`)
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+
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+ ## See also
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+
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+ - [Official Godot GDScript style guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html)
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+ - `scripting-patterns/gdscript-patterns/SKILL.md` — patterns and idioms
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+ - `scripting-patterns/signal-patterns/SKILL.md` — signal usage
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+ - `scripting-patterns/state-machine-patterns/SKILL.md` — state machine patterns
@@ -0,0 +1,32 @@
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+ # Godot / Summer Engine Version Reference
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+
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+ > Read this **before** writing any code, especially shaders or rendering code. Godot's API is moving; the LLM cutoff date matters per domain.
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+
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+ ## Engine fork base
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+
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+ Summer Engine is a fork of **Godot 4.5** (stable). All skills assume Godot 4.x APIs.
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+
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+ ## LLM training cutoff vs. Godot release dates
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+
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+ | Domain | Godot 4.x churn | Action |
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+ |---|---|---|
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+ | Scripting (GDScript core) | low | Trust your training. Spot-check signatures only when something feels off. |
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+ | Scene / node tree APIs | low | Trust your training. |
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+ | Renderer (`RenderingServer`, `Compositor`) | high in 4.4 / 4.5 | Verify before writing. Check `MovieMaker`, `Compositor` effects, `RenderSceneBuffers` — these renamed/added recently. |
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+ | Shaders (`canvas_item`, `spatial`, `compute`) | medium | Built-in functions stable, but `hint_*` flags shifted. Verify `hint_screen_texture` / `hint_depth_texture` syntax. |
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+ | Animation (`AnimationTree`, `AnimationMixer`) | high (4.0 → 4.3 rename) | Use `AnimationMixer` for new code, not deprecated `AnimationPlayer`-as-mixer. |
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+ | Multiplayer (`MultiplayerAPI`) | medium | High-level API stable. `SceneReplicationConfig` settled in 4.0+. |
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+ | Editor / EditorPlugin | medium | Spot-check. |
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+ | `Tween` / `SceneTreeTween` | low | Stable since 4.0. |
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+
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+ ## Summer-specific deltas from vanilla Godot
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+
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+ - Local API server runs on `localhost:6550` (set per machine via `~/.summer/api-token`).
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+ - Engine ships a webview module in `modules/1summer_engine/` — do not assume vanilla Godot for editor UI patches.
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+ - Project root contains `.summer/` for project memory; do not delete it.
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+
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+ ## When in doubt
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+
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+ 1. Use Summer MCP tools (`summer_inspect_node`, `summer_inspect_resource`) to read live editor state instead of guessing.
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+ 2. Use `summer_get_diagnostics` after every scene change.
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+ 3. Check `_shared/mcp-tools-reference.md` for the canonical tool list.
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+ # Summer MCP Tools — Canonical Reference
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+
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+ > Use this as the single source of truth for which Summer MCP tool to call. Skills should reference tool names exactly as written here.
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+
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+ ## When to use Summer MCP vs. host file edits
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+
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+ **Use Summer MCP for** anything that needs the live editor or Godot's import pipeline:
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+ - Scene graph mutation (`.tscn`)
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+ - Node properties and resources (`.tres`)
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+ - Project settings (`project.godot`) and InputMap
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+ - Asset import (Godot's import pipeline must run)
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+ - Play / stop / runtime state
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+ - Diagnostics, console, debugger output, script errors
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+
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+ **Use the host agent's file tools for** plain text:
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+ - `.gd` GDScript files
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+ - `.cs` C# files
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+ - `.json`, `.md`, `.txt`, `.yaml`
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+ - Most simple `.tres` resources where the structure is well-known
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+
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+ **Rule of thumb:** if Godot's importer or the live editor needs to know about it, MCP. Otherwise, file edits.
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+
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+ ## Tool surface (37 tools)
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+
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+ ### Scene graph (10)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_get_scene_tree` | Read current scene graph. Always do this before mutating. |
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+ | `summer_open_main_scene` | Open the project's main scene. |
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+ | `summer_open_scene` | Open a specific `.tscn`. |
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+ | `summer_create_scene` | Create a new scene. |
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+ | `summer_inspect_node` | Read a single node's properties. |
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+ | `summer_add_node` | Add a node to the active scene. |
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+ | `summer_remove_node` | Remove a node. |
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+ | `summer_replace_node` | Swap a node's type, preserving children. |
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+ | `summer_select_node` | Set editor selection (visual feedback for the user). |
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+ | `summer_save_scene` | Persist changes. **Always save before play.** |
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+
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+ ### Properties / resources (4)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_set_prop` | Set a typed property (Vector3, Color, etc.) using Godot's `str_to_var()`. |
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+ | `summer_set_resource_property` | Set a property on a nested resource (e.g., CollisionShape's `shape.radius`). |
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+ | `summer_inspect_resource` | Read a resource's properties. |
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+ | `summer_connect_signal` | Wire a signal between nodes. |
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+
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+ ### Project & input (2)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_project_setting` | Modify `project.godot` settings (rendering, physics). |
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+ | `summer_input_map_bind` | Bind input actions in InputMap. Folds in the legacy `add_action` step. |
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+
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+ ### Import pipeline (2)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_import_from_url` | Download a `.glb`/`.png`/etc and run Godot's full import pipeline. |
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+ | `summer_import_from_url_batch` | Same, batched (single filesystem scan). |
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+
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+ ### Play / runtime (3)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_play` | Run the game. |
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+ | `summer_stop` | Stop the running game. |
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+ | `summer_is_running` | Check play state before deciding to call `summer_stop`. |
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+
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+ ### Diagnostics (5)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_get_diagnostics` | Aggregate error/warning summary. Call after every change. |
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+ | `summer_get_console` | Engine output panel. |
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+ | `summer_clear_console` | Clear before a fresh play, so post-run output is clean. |
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+ | `summer_get_debugger_errors` | Runtime errors with stack traces. |
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+ | `summer_get_script_errors` | Script compilation errors. |
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+
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+ ### Asset library (2)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_search_assets` | Free public asset search (community library + user's own). Sources: `library`, `community`, `my_assets`, `all`. |
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+ | `summer_import_asset` | Download a found asset and run import. |
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+
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+ ### Asset generation (4 — metered)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_generate_image` | AI image gen. |
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+ | `summer_generate_3d` | Image-to-3D. |
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+ | `summer_generate_audio` | SFX / music gen. |
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+ | `summer_generate_video` | Video gen. |
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+
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+ ### Job tracking (2)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_check_job` | Poll a generation job. |
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+ | `summer_batch` | Run multiple ops as a transaction. |
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+
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+ ### Meta (2)
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+
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+ | Tool | Use |
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+ |---|---|
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+ | `summer_get_project_context` | Project structure summary — call at start of session. |
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+ | `summer_get_agent_playbook` | Daily operating contract — call at start of session. |
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+
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+ ## Common pattern
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+
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+ Every scene-touching skill should follow this loop:
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+
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+ 1. `summer_get_project_context` — orient.
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+ 2. `summer_get_agent_playbook` — read the rules.
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+ 3. `summer_get_scene_tree` — see what's there.
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+ 4. (mutations: `summer_add_node`, `summer_set_prop`, `summer_connect_signal`, ...)
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+ 5. `summer_save_scene` — persist.
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+ 6. `summer_get_script_errors` — catch GDScript breakage.
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+ 7. `summer_play` → `summer_get_debugger_errors` → `summer_stop` if verifying runtime.
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+
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+ ## Trap: silent-fail on inline sub-resource SetResourceProperty
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+
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+ `summer_set_resource_property` will silently fail if the target resource is an inline `sub_resource` rather than a standalone `.tres`. If you need to set nested properties (mesh size, shape radius, material color), make the resource standalone first:
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+
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+ ```
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+ summer_add_node(... mesh = "BoxMesh" ...) # creates inline sub_resource
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+ # WRONG: summer_set_resource_property("./Box", "mesh.size", "Vector3(2,2,2)") ← silently fails
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+ # RIGHT: save mesh as .tres, then SetResourceProperty
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+ ```
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+
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+ This is documented in `public/knowledge/asset_pipeline.json`.
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+ # Template Registry
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+
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+ > Skills cross-link to template repos via the `template-id` frontmatter field. This file is the canonical mapping. When a template repo moves, update one entry here.
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+
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+ ## Template IDs
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+
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+ | template-id | Description | Repo |
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+ |---|---|---|
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+ | `template-3d-fps` | First-person shooter starter (CharacterBody3D, Camera3D, input, sample level) | https://github.com/SummerEngine/FPS-template-Summer-Engine |
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+ | `template-3d-tps` | Third-person shooter starter | https://github.com/SummerEngine/tps-template |
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+ | `template-2d-platformer` | 2D platformer starter (TileMap, CharacterBody2D, parallax) | TBD |
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+ | `template-3d-platformer` | 3D platformer starter (jump, double jump, simple level) | TBD |
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+ | `template-top-down-rpg` | Top-down ARPG starter | TBD |
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+ | `template-2d-deckbuilder` | Deck-builder starter (card, deck, draw, discard, energy) | TBD (prototype lives at `templates/template-2d-deckbuilder/`) |
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+ | `template-tower-defense` | Tower defense starter | TBD |
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+ | `template-walking-sim` | Walking sim starter | TBD |
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+
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+ ## Convention
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+
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+ Each template is its own GitHub repo, MIT licensed, kept small (< 50 MB). Templates ship working code. Skills describe patterns. A skill links to the matching template via:
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+
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+ ```markdown
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+ ## Want a working starter?
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+
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+ This skill describes the pattern. For a runnable project, use the template:
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+
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+ → **template-id**: `template-3d-fps`
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+ → **Repo**: https://github.com/SummerEngine/FPS-template-Summer-Engine
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+ → **Bootstrap**: `summer template clone template-3d-fps my-fps`
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+ ```
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+
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+ ## Linter check
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+
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+ The `_meta/skill-test/SKILL.md` static linter validates that any `template-id:` declared in a skill's frontmatter exists in the table above.
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+
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+ ## Adding a template
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+
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+ 1. Create a new GitHub repo under `SummerEngine` org, MIT license.
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+ 2. Add the `template-id`, description, and repo URL to the table above.
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+ 3. Reference the `template-id` from any relevant skill.
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+ # Skill Test Runner
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+
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+ > How `/skill-test` and `/skill-improve` actually work in this repo. Read this if you're authoring a behavioral spec or trying to understand the test pipeline.
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+
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+ ## Architecture
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+
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+ ```
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+ skills/
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+ ├── _meta/skill-test/SKILL.md # the linter + spec runner (3 modes)
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+ ├── _meta/skill-improve/SKILL.md # the eval harness for iteration
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+ └── _tests/
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+ ├── runner.md # this file
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+ ├── specs/
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+ │ └── <skill-name>.md # behavioral specs, one per non-_meta skill
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+ └── runs/ # generated, gitignored
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+ └── <skill-name>/
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+ ├── baseline/
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+ └── proposed/
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+ ```
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+
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+ ## What a spec looks like
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+
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+ Every spec at `_tests/specs/<skill-name>.md` has:
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+
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+ - A `## Fixture` block describing the starting state and tool availability.
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+ - One or more `## Case <N>: <Happy | Failure | Edge>` blocks.
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+ - Each Case has `**Input:**`, `**Expected MCP tool sequence:**`, and `**Assertions:**` (markdown checkboxes).
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+
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+ Reference: `_tests/specs/fps-controller.md` (canonical example).
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+
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+ ## Static linter (cheap, every commit)
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+
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+ Run by `/skill-test <name>` in `static` mode. Pure markdown reasoning — no subagents, no tool calls.
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+
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+ The 7 checks live in `_meta/skill-test/SKILL.md` § "Mode: static". Re-read that for the canonical list.
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+
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+ ## Spec runner (medium, weekly)
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+
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+ Run by `/skill-test <name>` in `spec` mode. Reads SKILL.md and the matching spec, reasons over the assertions. No execution.
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+
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+ This catches drift between what the skill says and what its spec demands. It does not catch agent variation — for that, use `/skill-improve`.
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+
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+ ## Eval harness (expensive, on-demand)
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+
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+ Run by `/skill-improve <name>`. Spawns parallel `Task` subagents with the current SKILL.md vs. proposed SKILL.md. Compares outputs against assertions. Decides which wins. Writes results to `_tests/runs/<name>/`.
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+
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+ Use this when:
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+ - A skill consistently fails its spec but you can't tell why from reading it.
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+ - You're rewriting a skill and want a regression baseline.
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+ - A skill is critical (top of `catalog.yaml` recommended set) and overdue for an audit.
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+
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+ ## Authoring a spec
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+
54
+ Five-minute job per skill. Copy this template:
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+
56
+ ```markdown
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+ # Skill Spec: /<skill-name>
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+
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+ ## Fixture
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+ - <starting state of the project / scene>
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+ - Available tools: Summer MCP <yes|no>, host file edits <yes|no>
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+
63
+ ## Case 1: Happy Path
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+ **Input:** "<the most common user prompt that should trigger this skill>"
65
+
66
+ **Expected MCP tool sequence (in order):**
67
+ 1. summer_<tool>(...)
68
+ 2. summer_<tool>(...)
69
+
70
+ **Assertions:**
71
+ - [ ] <observable outcome 1>
72
+ - [ ] <skill asks "May I" before any user-visible write>
73
+ - [ ] <skill never calls the silent-fail anti-pattern>
74
+
75
+ ## Case 2: Failure Path
76
+ **Fixture:** <something missing or already present that should change behavior>
77
+ **Input:** "<edge prompt>"
78
+ **Expected:** <how the skill should adapt — clarify, defer, fail-safe>
79
+
80
+ ## Case 3: Edge Case
81
+ **Fixture:** ...
82
+ **Input:** "<unusual prompt>"
83
+ **Expected:** ...
84
+ ```
85
+
86
+ Aim for 2–4 cases per skill. More than 4 = the skill is doing too much and should be split.
87
+
88
+ ## Catalog last-tested
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+
90
+ Every successful run of `/skill-improve` (or a manual sign-off) should bump `last-tested:` in `catalog.yaml`. The audit mode of `/skill-test` flags skills with stale `last-tested:` fields.
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1
+ # Skill Spec: /3d-lighting
2
+
3
+ > Stub spec. Expand with Happy / Failure / Edge cases. See `fps-controller.md` for the canonical format.
4
+
5
+ ## Fixture
6
+
7
+ - TBD
8
+
9
+ ## Case 1: Happy Path
10
+
11
+ **Input:** "<typical user prompt>"
12
+
13
+ **Expected MCP tool sequence (in order):**
14
+
15
+ 1. TBD
16
+
17
+ **Assertions:**
18
+
19
+ - [ ] TBD
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1
+ # Skill Spec: /asset-strategy
2
+
3
+ > Stub spec. Expand with Happy / Failure / Edge cases. See `fps-controller.md` for the canonical format.
4
+
5
+ ## Fixture
6
+
7
+ - TBD
8
+
9
+ ## Case 1: Happy Path
10
+
11
+ **Input:** "<typical user prompt>"
12
+
13
+ **Expected MCP tool sequence (in order):**
14
+
15
+ 1. TBD
16
+
17
+ **Assertions:**
18
+
19
+ - [ ] TBD
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1
+ # Skill Spec: /fps-controller
2
+
3
+ ## Fixture
4
+
5
+ - Empty Godot 4.5 / Summer Engine project, main scene open with a single `World` (Node3D) root.
6
+ - Summer MCP tools available (engine running on localhost:6550).
7
+ - No existing input actions in InputMap beyond Godot defaults.
8
+ - No script files attached.
9
+
10
+ ## Case 1: Happy Path — fresh FPS in an empty scene
11
+
12
+ **Input:** "Add a first-person controller to my scene."
13
+
14
+ **Expected MCP tool sequence (in order):**
15
+
16
+ 1. `summer_get_scene_tree` — verify empty World exists.
17
+ 2. `summer_add_node(parent="./World", type="CharacterBody3D", name="Player")`
18
+ 3. `summer_add_node(parent="./World/Player", type="CollisionShape3D", name="Collision")`
19
+ 4. `summer_add_node(parent="./World/Player", type="Camera3D", name="Camera")`
20
+ 5. `summer_set_prop("./World/Player/Collision", "shape", "CapsuleShape3D")` (creates standalone, NOT inline sub-resource)
21
+ 6. `summer_set_resource_property("./World/Player/Collision", "shape.height", "1.8")` (only after the shape is standalone)
22
+ 7. `summer_set_prop("./World/Player/Camera", "position", "Vector3(0, 1.6, 0)")`
23
+ 8. `summer_input_map_bind("move_forward", "key:W")`
24
+ 9. `summer_input_map_bind("move_back", "key:S")`
25
+ 10. `summer_input_map_bind("move_left", "key:A")`
26
+ 11. `summer_input_map_bind("move_right", "key:D")`
27
+ 12. `summer_input_map_bind("jump", "key:Space")`
28
+ 13. (User-side write) `Write` script file `scripts/player_controller.gd` after the agent asks "May I attach the controller script to ./World/Player?"
29
+ 14. `summer_save_scene`
30
+ 15. `summer_get_script_errors`
31
+
32
+ **Assertions:**
33
+
34
+ - [ ] CharacterBody3D node exists at `./World/Player`.
35
+ - [ ] CollisionShape3D is a child of Player with a CapsuleShape3D (NOT BoxShape, NOT SphereShape).
36
+ - [ ] Camera3D positioned at `y ≈ 1.6` (head height).
37
+ - [ ] All 5 input actions bound: `move_forward`, `move_back`, `move_left`, `move_right`, `jump`.
38
+ - [ ] Skill asks "May I create / attach …" before the script write.
39
+ - [ ] Skill never calls `summer_set_resource_property` on an inline `sub_resource` (the silent-fail trap from `_shared/mcp-tools-reference.md`).
40
+ - [ ] Final step is `summer_save_scene` followed by `summer_get_script_errors`.
41
+ - [ ] Script uses typed GDScript per `_shared/gd-style.md` (`@export`, `:=`, `class_name`).
42
+
43
+ ## Case 2: Failure Path — existing PlayerOld in scene
44
+
45
+ **Fixture:** Same as Case 1, but `World/PlayerOld` exists with a CharacterBody3D + collision (manually authored).
46
+
47
+ **Input:** "Add a first-person controller to my scene."
48
+
49
+ **Expected behavior:**
50
+
51
+ - Skill detects the name collision via `summer_get_scene_tree`.
52
+ - Skill asks: "I see `World/PlayerOld` already exists. Should I replace it, add a second player as `Player2`, or something else?"
53
+ - Does NOT silently overwrite.
54
+
55
+ **Assertions:**
56
+
57
+ - [ ] Skill calls `summer_get_scene_tree` before any mutation.
58
+ - [ ] Skill asks the user how to handle the collision before adding any node.
59
+ - [ ] No `summer_add_node` calls happen until the user answers.
60
+
61
+ ## Case 3: Edge Case — user says "third-person"
62
+
63
+ **Fixture:** Empty Godot project, main scene with `World` only.
64
+
65
+ **Input:** "Build a third-person FPS controller."
66
+
67
+ **Expected behavior:**
68
+
69
+ - Skill clarifies the contradiction: FPS = first-person; third-person ≠ FPS.
70
+ - Either asks the user which they meant, OR hands off to `/tps-controller` (when that skill ships) and explains the difference.
71
+
72
+ **Assertions:**
73
+
74
+ - [ ] Skill does NOT silently start building a third-person controller using FPS scaffolding.
75
+ - [ ] Skill explicitly names the ambiguity ("FPS means first-person; third-person is a separate skill").
76
+ - [ ] Skill offers a clear next step: clarify or use the right skill.
77
+
78
+ ## Case 4: No Summer MCP — file-edit fallback path
79
+
80
+ **Fixture:** Same as Case 1 except Summer MCP is NOT available (running in plain Cursor on a project where the engine is not connected).
81
+
82
+ **Input:** "Add a first-person controller to my scene."
83
+
84
+ **Expected behavior:**
85
+
86
+ - Skill detects no MCP and falls back to direct file edits on `level.tscn`.
87
+ - Writes a `.tscn` snippet with CharacterBody3D + CollisionShape3D + Camera3D following the format in the skill's "Fallback (no MCP)" sections.
88
+ - Writes `scripts/player_controller.gd` directly via host file-write tools.
89
+ - Edits `project.godot` to add the InputMap actions.
90
+
91
+ **Assertions:**
92
+
93
+ - [ ] Skill identifies that MCP is unavailable (does not blindly call `summer_*` tools and fail).
94
+ - [ ] Generated `.tscn` is syntactically valid Godot 4 scene format (parseable by Godot).
95
+ - [ ] Generated `project.godot` patch follows Godot's input action format (`input/move_forward = { ... }`).
96
+ - [ ] Skill still asks "May I write …" before each file write.
97
+
98
+ ---
99
+
100
+ This spec runs via `/skill-test fps-controller spec` (see `_meta/skill-test/SKILL.md`).
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1
+ # Skill Spec: /gdscript-patterns
2
+
3
+ > Stub spec. Expand with Happy / Failure / Edge cases. See `fps-controller.md` for the canonical format.
4
+
5
+ ## Fixture
6
+
7
+ - TBD
8
+
9
+ ## Case 1: Happy Path
10
+
11
+ **Input:** "<typical user prompt>"
12
+
13
+ **Expected MCP tool sequence (in order):**
14
+
15
+ 1. TBD
16
+
17
+ **Assertions:**
18
+
19
+ - [ ] TBD
@@ -0,0 +1,19 @@
1
+ # Skill Spec: /make-game
2
+
3
+ > Stub spec. Expand with Happy / Failure / Edge cases. See `fps-controller.md` for the canonical format.
4
+
5
+ ## Fixture
6
+
7
+ - TBD
8
+
9
+ ## Case 1: Happy Path
10
+
11
+ **Input:** "<typical user prompt>"
12
+
13
+ **Expected MCP tool sequence (in order):**
14
+
15
+ 1. TBD
16
+
17
+ **Assertions:**
18
+
19
+ - [ ] TBD
@@ -0,0 +1,19 @@
1
+ # Skill Spec: /scene-composition
2
+
3
+ > Stub spec. Expand with Happy / Failure / Edge cases. See `fps-controller.md` for the canonical format.
4
+
5
+ ## Fixture
6
+
7
+ - TBD
8
+
9
+ ## Case 1: Happy Path
10
+
11
+ **Input:** "<typical user prompt>"
12
+
13
+ **Expected MCP tool sequence (in order):**
14
+
15
+ 1. TBD
16
+
17
+ **Assertions:**
18
+
19
+ - [ ] TBD