summer-engine 2.8.2 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +27 -7
- package/.claude-plugin/plugin.json +99 -83
- package/.codex-plugin/plugin.json +112 -82
- package/.cursor-plugin/plugin.json +119 -83
- package/.factory-plugin/plugin.json +100 -3
- package/.mcp.json +6 -1
- package/.opencode/INSTALL.md +7 -4
- package/.opencode/plugins/summer.js +31 -18
- package/AGENTS.md +107 -34
- package/CHANGELOG.md +131 -44
- package/CLAUDE.md +4 -2
- package/GEMINI.md +7 -53
- package/NOTICE +31 -0
- package/README.md +159 -391
- package/assets/api-docs.json.gz +0 -0
- package/assets/autopilot/README.md +20 -6
- package/assets/autopilot/autopilot.gd +80 -26
- package/assets/autopilot/run.sh +132 -7
- package/assets/navigation/web-routes.json +719 -0
- package/commands/gameskill.md +10 -108
- package/commands/summer.md +72 -4
- package/dist/bin/summer.js +6 -87
- package/dist/cli/banner.d.ts +1 -0
- package/dist/cli/banner.js +33 -0
- package/dist/{commands → cli/commands}/config.js +1 -1
- package/dist/cli/commands/create.d.ts +30 -0
- package/dist/cli/commands/create.js +212 -0
- package/dist/{commands → cli/commands}/debug.js +2 -2
- package/dist/cli/commands/doctor.d.ts +2 -0
- package/dist/cli/commands/doctor.js +18 -0
- package/dist/cli/commands/events.d.ts +57 -0
- package/dist/cli/commands/events.js +158 -0
- package/dist/cli/commands/install.d.ts +50 -0
- package/dist/cli/commands/install.js +447 -0
- package/dist/cli/commands/list.js +72 -0
- package/dist/{commands → cli/commands}/login.js +33 -17
- package/dist/{commands → cli/commands}/logout.d.ts +1 -0
- package/dist/cli/commands/logout.js +19 -0
- package/dist/{commands → cli/commands}/memory.d.ts +1 -8
- package/dist/{commands → cli/commands}/memory.js +20 -11
- package/dist/cli/commands/open.d.ts +45 -0
- package/dist/cli/commands/open.js +216 -0
- package/dist/{commands → cli/commands}/plan.js +2 -2
- package/dist/{commands → cli/commands}/publish.js +1 -1
- package/dist/{commands → cli/commands}/releases.js +1 -1
- package/dist/cli/commands/run.d.ts +19 -0
- package/dist/cli/commands/run.js +255 -0
- package/dist/{commands → cli/commands}/setup.js +43 -89
- package/dist/{commands → cli/commands}/skills.js +85 -222
- package/dist/{commands → cli/commands}/status.d.ts +1 -0
- package/dist/cli/commands/status.js +62 -0
- package/dist/cli/commands/tool.d.ts +11 -0
- package/dist/cli/commands/tool.js +121 -0
- package/dist/cli/index.d.ts +6 -0
- package/dist/cli/index.js +89 -0
- package/dist/cli/root-action.d.ts +7 -0
- package/dist/cli/root-action.js +15 -0
- package/dist/{lib → core}/api-client.d.ts +106 -15
- package/dist/{lib → core}/api-client.js +267 -75
- package/dist/{lib → core}/async-op-lifecycle.d.ts +3 -4
- package/dist/{lib → core}/async-op-lifecycle.js +3 -4
- package/dist/{lib → core}/auth.d.ts +14 -6
- package/dist/{lib → core}/auth.js +56 -40
- package/dist/core/capabilities/agent-playbook.d.ts +20 -0
- package/dist/core/capabilities/agent-playbook.js +218 -0
- package/dist/core/capabilities/api-docs.d.ts +36 -0
- package/dist/core/capabilities/api-docs.js +118 -0
- package/dist/core/capabilities/asset-import.d.ts +49 -0
- package/dist/core/capabilities/asset-import.js +134 -0
- package/dist/core/capabilities/camera-view.d.ts +98 -0
- package/dist/core/capabilities/camera-view.js +222 -0
- package/dist/core/capabilities/capture.d.ts +63 -0
- package/dist/core/capabilities/capture.js +67 -0
- package/dist/core/capabilities/console-read.d.ts +17 -0
- package/dist/core/capabilities/console-read.js +21 -0
- package/dist/{lib → core/capabilities}/creator.d.ts +1 -29
- package/dist/{lib → core/capabilities}/creator.js +14 -33
- package/dist/{lib → core/capabilities}/debug-report.d.ts +1 -1
- package/dist/{lib → core/capabilities}/debug-report.js +12 -31
- package/dist/{commands → core/capabilities}/doctor.d.ts +7 -2
- package/dist/{commands → core/capabilities}/doctor.js +47 -73
- package/dist/core/capabilities/engine-fallbacks.d.ts +26 -0
- package/dist/core/capabilities/engine-fallbacks.js +36 -0
- package/dist/core/capabilities/engine-ops.d.ts +33 -0
- package/dist/core/capabilities/engine-ops.js +145 -0
- package/dist/core/capabilities/engine-receipt.d.ts +53 -0
- package/dist/core/capabilities/engine-receipt.js +134 -0
- package/dist/core/capabilities/events.d.ts +200 -0
- package/dist/core/capabilities/events.js +383 -0
- package/dist/core/capabilities/fabricate-mesh.d.ts +111 -0
- package/dist/core/capabilities/fabricate-mesh.js +165 -0
- package/dist/core/capabilities/frame-quality.d.ts +71 -0
- package/dist/core/capabilities/frame-quality.js +449 -0
- package/dist/core/capabilities/game-task-plan.d.ts +66 -0
- package/dist/{lib → core/capabilities}/game-task-plan.js +59 -8
- package/dist/core/capabilities/hdri-import.d.ts +90 -0
- package/dist/core/capabilities/hdri-import.js +250 -0
- package/dist/core/capabilities/image-generation.d.ts +24 -0
- package/dist/core/capabilities/image-generation.js +22 -0
- package/dist/core/capabilities/navigation/open.d.ts +156 -0
- package/dist/core/capabilities/navigation/open.js +567 -0
- package/dist/core/capabilities/navigation/render-product-map.d.ts +1 -0
- package/dist/core/capabilities/navigation/render-product-map.js +84 -0
- package/dist/core/capabilities/navigation/targets.d.ts +87 -0
- package/dist/core/capabilities/navigation/targets.js +250 -0
- package/dist/core/capabilities/play-determinism.d.ts +35 -0
- package/dist/core/capabilities/play-determinism.js +86 -0
- package/dist/core/capabilities/project-context.d.ts +114 -0
- package/dist/core/capabilities/project-context.js +249 -0
- package/dist/core/capabilities/runtime-control.d.ts +540 -0
- package/dist/core/capabilities/runtime-control.js +1011 -0
- package/dist/core/capabilities/scene-kind.d.ts +19 -0
- package/dist/core/capabilities/scene-kind.js +137 -0
- package/dist/core/capabilities/scene-script.d.ts +38 -0
- package/dist/core/capabilities/scene-script.js +45 -0
- package/dist/core/capabilities/tool-dispatch.d.ts +42 -0
- package/dist/core/capabilities/tool-dispatch.js +1490 -0
- package/dist/core/capabilities/ui-control.d.ts +179 -0
- package/dist/core/capabilities/ui-control.js +423 -0
- package/dist/core/capabilities/variant-types.d.ts +22 -0
- package/dist/core/capabilities/variant-types.js +101 -0
- package/dist/core/capability-skew.d.ts +205 -0
- package/dist/core/capability-skew.js +386 -0
- package/dist/{lib → core}/config.d.ts +11 -1
- package/dist/{lib → core}/config.js +13 -2
- package/dist/core/embeddings.d.ts +78 -0
- package/dist/core/embeddings.js +166 -0
- package/dist/core/engine-install.d.ts +105 -0
- package/dist/core/engine-install.js +190 -0
- package/dist/core/engine.d.ts +94 -0
- package/dist/{lib → core}/engine.js +74 -28
- package/dist/core/feedback/client.d.ts +88 -0
- package/dist/core/feedback/client.js +182 -0
- package/dist/{lib → core}/format.d.ts +0 -1
- package/dist/{lib → core}/format.js +1 -1
- package/dist/core/headless/connection.d.ts +86 -0
- package/dist/core/headless/connection.js +97 -0
- package/dist/core/headless/editor-connection.d.ts +26 -0
- package/dist/core/headless/editor-connection.js +81 -0
- package/dist/core/headless/mcp-routing.d.ts +38 -0
- package/dist/core/headless/mcp-routing.js +83 -0
- package/dist/core/headless/registry.d.ts +91 -0
- package/dist/core/headless/registry.js +226 -0
- package/dist/core/headless/resolve.d.ts +46 -0
- package/dist/core/headless/resolve.js +75 -0
- package/dist/core/headless/spawn.d.ts +46 -0
- package/dist/core/headless/spawn.js +205 -0
- package/dist/core/headless/worker-connection.d.ts +96 -0
- package/dist/core/headless/worker-connection.js +353 -0
- package/dist/core/headless/worker-engine-client.d.ts +58 -0
- package/dist/core/headless/worker-engine-client.js +246 -0
- package/dist/core/launch-posture.d.ts +170 -0
- package/dist/core/launch-posture.js +317 -0
- package/dist/core/library-read.d.ts +73 -0
- package/dist/core/library-read.js +279 -0
- package/dist/core/library-search.d.ts +143 -0
- package/dist/core/library-search.js +301 -0
- package/dist/{lib → core}/log-filters.js +4 -2
- package/dist/{lib → core}/mcp-log.js +2 -17
- package/dist/core/package-root.d.ts +9 -0
- package/dist/core/package-root.js +11 -0
- package/dist/core/redact.d.ts +20 -0
- package/dist/core/redact.js +64 -0
- package/dist/core/registry-search.d.ts +167 -0
- package/dist/core/registry-search.js +358 -0
- package/dist/core/skills-registry.d.ts +47 -0
- package/dist/core/skills-registry.js +83 -0
- package/dist/{lib → core}/store.js +11 -7
- package/dist/{lib → core}/summer-compatibility.js +3 -3
- package/dist/{lib → core}/telemetry.js +5 -2
- package/dist/core/templates.d.ts +98 -0
- package/dist/core/templates.js +241 -0
- package/dist/core/tool-errors.d.ts +30 -0
- package/dist/core/tool-errors.js +40 -0
- package/dist/core/trajectory.d.ts +80 -0
- package/dist/core/trajectory.js +307 -0
- package/dist/core/util/http.d.ts +13 -0
- package/dist/core/util/http.js +28 -0
- package/dist/core/util/json.d.ts +12 -0
- package/dist/core/util/json.js +21 -0
- package/dist/core/util/process.d.ts +3 -0
- package/dist/core/util/process.js +13 -0
- package/dist/core/util/sleep.d.ts +1 -0
- package/dist/core/util/sleep.js +3 -0
- package/dist/core/version.d.ts +3 -0
- package/dist/core/version.js +5 -0
- package/dist/{lib → installer}/agent-config.d.ts +20 -1
- package/dist/{lib → installer}/agent-config.js +138 -24
- package/dist/installer/legacy-skills.d.ts +26 -0
- package/dist/installer/legacy-skills.js +53 -0
- package/dist/installer/setup.d.ts +76 -0
- package/dist/installer/setup.js +146 -0
- package/dist/installer/skill-locations.d.ts +45 -0
- package/dist/installer/skill-locations.js +170 -0
- package/dist/installer/version-check.d.ts +174 -0
- package/dist/{lib → installer}/version-check.js +173 -42
- package/dist/{lib/mcp-boot-notice.d.ts → mcp/boot-notice.d.ts} +1 -1
- package/dist/{commands/mcp.js → mcp/command.js} +18 -6
- package/dist/mcp/server.d.ts +23 -3
- package/dist/mcp/server.js +122 -28
- package/dist/mcp/tools/asset-tools.js +62 -142
- package/dist/mcp/tools/creator-tools.js +5 -23
- package/dist/mcp/tools/debug-tools.js +61 -18
- package/dist/mcp/tools/event-tools.d.ts +14 -0
- package/dist/mcp/tools/event-tools.js +41 -0
- package/dist/mcp/tools/fabricate-tools.d.ts +2 -0
- package/dist/mcp/tools/fabricate-tools.js +28 -0
- package/dist/mcp/tools/feedback-tools.d.ts +77 -0
- package/dist/mcp/tools/feedback-tools.js +88 -0
- package/dist/mcp/tools/file-tools.js +6 -53
- package/dist/mcp/tools/generate-tools.js +37 -63
- package/dist/mcp/tools/library-tools.d.ts +11 -0
- package/dist/mcp/tools/library-tools.js +42 -0
- package/dist/mcp/tools/navigation-tools.d.ts +7 -0
- package/dist/mcp/tools/navigation-tools.js +37 -0
- package/dist/mcp/tools/perception-tools.d.ts +20 -0
- package/dist/mcp/tools/perception-tools.js +146 -0
- package/dist/mcp/tools/project-tools.d.ts +14 -0
- package/dist/mcp/tools/project-tools.js +72 -281
- package/dist/mcp/tools/runtime-tools.d.ts +2 -0
- package/dist/mcp/tools/runtime-tools.js +92 -0
- package/dist/mcp/tools/scene-tools.d.ts +3 -0
- package/dist/mcp/tools/scene-tools.js +68 -119
- package/dist/mcp/tools/script-tools.d.ts +3 -0
- package/dist/mcp/tools/script-tools.js +118 -0
- package/dist/mcp/tools/spatial-tools.d.ts +2 -0
- package/dist/mcp/tools/spatial-tools.js +485 -0
- package/dist/mcp/tools/text-json.d.ts +8 -0
- package/dist/mcp/tools/text-json.js +12 -0
- package/dist/mcp/tools/{cloud-tools.d.ts → ui-tools.d.ts} +1 -1
- package/dist/mcp/tools/ui-tools.js +82 -0
- package/dist/mcp/tools/visual-tools.d.ts +2 -7
- package/dist/mcp/tools/visual-tools.js +383 -101
- package/dist/mcp/tools/with-engine.d.ts +9 -15
- package/dist/mcp/tools/with-engine.js +60 -96
- package/dist/project-memory/project-manifest.d.ts +36 -0
- package/dist/project-memory/project-manifest.js +50 -0
- package/dist/project-memory/project-memory.d.ts +57 -0
- package/dist/{lib → project-memory}/project-memory.js +46 -0
- package/gemini-extension.json +103 -2
- package/hooks/hooks-cursor.json +2 -2
- package/hooks/hooks.json +2 -1
- package/hooks/pre-commit-doctor.sh +45 -39
- package/hooks/run-hook.cmd +30 -23
- package/hooks/run-hook.sh +20 -0
- package/hooks/session-start.sh +18 -7
- package/integrations/README.md +70 -0
- package/integrations/claude/README.md +19 -0
- package/integrations/claude/manifest-target.json +16 -0
- package/integrations/cline/README.md +13 -0
- package/integrations/cline/manifest-target.json +3 -0
- package/integrations/codex/README.md +15 -0
- package/integrations/codex/manifest-target.json +5 -0
- package/integrations/cursor/README.md +16 -0
- package/integrations/cursor/manifest-target.json +5 -0
- package/integrations/factory/README.md +26 -0
- package/integrations/factory/manifest-target.json +5 -0
- package/integrations/gemini/README.md +26 -0
- package/integrations/gemini/manifest-target.json +5 -0
- package/integrations/github-copilot/README.md +12 -0
- package/integrations/github-copilot/manifest-target.json +3 -0
- package/integrations/kilo-code/README.md +16 -0
- package/integrations/kilo-code/manifest-target.json +3 -0
- package/integrations/lm-studio/README.md +12 -0
- package/integrations/lm-studio/manifest-target.json +3 -0
- package/integrations/opencode/README.md +15 -0
- package/integrations/opencode/manifest-target.json +3 -0
- package/integrations/roo-code/README.md +13 -0
- package/integrations/roo-code/manifest-target.json +3 -0
- package/integrations/vscode-copilot/README.md +12 -0
- package/integrations/vscode-copilot/manifest-target.json +3 -0
- package/integrations/windsurf/README.md +13 -0
- package/integrations/windsurf/manifest-target.json +3 -0
- package/library/references/collaborative-protocol/resource.yaml +24 -0
- package/library/references/gd-style/resource.yaml +24 -0
- package/{references → library/references/godot-version}/godot-version.md +6 -6
- package/library/references/godot-version/resource.yaml +22 -0
- package/library/references/headless-routing/headless-routing.md +46 -0
- package/library/references/headless-routing/resource.yaml +24 -0
- package/library/references/mcp-fresh-chat-playbook/mcp-fresh-chat-playbook.md +49 -0
- package/library/references/mcp-fresh-chat-playbook/resource.yaml +23 -0
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +271 -0
- package/library/references/mcp-tools-reference/resource.yaml +17 -0
- package/library/references/product-map/product-map.md +103 -0
- package/library/references/product-map/resource.yaml +33 -0
- package/{references → library/references/public-surface-language}/public-surface-language.md +5 -7
- package/library/references/public-surface-language/resource.yaml +17 -0
- package/library/references/summer-folder/resource.yaml +20 -0
- package/{references → library/references/summer-folder}/summer-folder.md +22 -21
- package/{skills/rendering-and-lighting → library/skills}/3d-lighting/SKILL.md +15 -11
- package/library/skills/3d-lighting/resource.yaml +27 -0
- package/{skills/audio → library/skills}/adaptive-music/SKILL.md +1 -1
- package/library/skills/adaptive-music/resource.yaml +28 -0
- package/library/skills/agent-playtesting/SKILL.md +148 -0
- package/library/skills/agent-playtesting/resource.yaml +52 -0
- package/library/skills/ambient-bed/resource.yaml +24 -0
- package/{skills/video → library/skills}/animated-loop/SKILL.md +1 -1
- package/library/skills/animated-loop/resource.yaml +27 -0
- package/{skills/animation → library/skills}/animation-tree/SKILL.md +29 -14
- package/library/skills/animation-tree/resource.yaml +33 -0
- package/{skills/rendering-and-lighting → library/skills}/art-direction/SKILL.md +3 -3
- package/library/skills/art-direction/resource.yaml +29 -0
- package/{skills/asset-pipeline → library/skills}/asset-strategy/SKILL.md +44 -44
- package/library/skills/asset-strategy/resource.yaml +63 -0
- package/{skills/audio → library/skills}/audio-direction/SKILL.md +7 -7
- package/library/skills/audio-direction/resource.yaml +32 -0
- package/library/skills/auto-fire-targeting/resource.yaml +22 -0
- package/{skills/scene-and-project → library/skills}/brainstorm-game/SKILL.md +8 -8
- package/library/skills/brainstorm-game/resource.yaml +30 -0
- package/{skills/workflow → library/skills}/brainstorming/SKILL.md +2 -22
- package/library/skills/brainstorming/resource.yaml +23 -0
- package/{skills/workflow → library/skills}/brainstorming/spec-document-reviewer-prompt.md +1 -1
- package/{skills/scene-and-project → library/skills}/browse-templates/SKILL.md +18 -18
- package/library/skills/browse-templates/resource.yaml +23 -0
- package/library/skills/celeste-momentum-platforming/SKILL.md +366 -0
- package/library/skills/celeste-momentum-platforming/resource.yaml +33 -0
- package/library/skills/character-animation-wiring/SKILL.md +249 -0
- package/library/skills/character-animation-wiring/resource.yaml +39 -0
- package/{skills/3d-assets → library/skills}/character-model/SKILL.md +25 -25
- package/library/skills/character-model/resource.yaml +36 -0
- package/{skills/2d-assets → library/skills}/character-portrait/SKILL.md +14 -14
- package/library/skills/character-portrait/resource.yaml +30 -0
- package/{skills/video → library/skills}/cinematic-cutscene/SKILL.md +2 -2
- package/library/skills/cinematic-cutscene/resource.yaml +29 -0
- package/{skills/2d-assets → library/skills}/concept-art/SKILL.md +15 -15
- package/library/skills/concept-art/resource.yaml +34 -0
- package/{skills/2d-assets → library/skills}/create-asset-sheet/SKILL.md +8 -8
- package/library/skills/create-asset-sheet/resource.yaml +33 -0
- package/{skills/debugging → library/skills}/debug/SKILL.md +3 -3
- package/library/skills/debug/resource.yaml +31 -0
- package/{skills/workflow → library/skills}/debugging-game-feel/SKILL.md +11 -11
- package/library/skills/debugging-game-feel/resource.yaml +25 -0
- package/{skills/level-design → library/skills}/design-level/SKILL.md +6 -6
- package/library/skills/design-level/resource.yaml +31 -0
- package/{skills/gameplay-mechanics → library/skills}/design-mechanic/SKILL.md +3 -3
- package/library/skills/design-mechanic/resource.yaml +31 -0
- package/{skills/ai-and-npcs → library/skills}/design-npc/SKILL.md +7 -3
- package/library/skills/design-npc/resource.yaml +29 -0
- package/{skills/workflow → library/skills}/diagnosing-perf-regressions/SKILL.md +10 -10
- package/library/skills/diagnosing-perf-regressions/resource.yaml +25 -0
- package/{skills/workflow → library/skills}/dispatching-parallel-agents/SKILL.md +8 -8
- package/library/skills/dispatching-parallel-agents/resource.yaml +23 -0
- package/library/skills/driving-the-editor-ui/SKILL.md +85 -0
- package/library/skills/driving-the-editor-ui/resource.yaml +46 -0
- package/{skills/3d-assets → library/skills}/environment-kit/SKILL.md +11 -11
- package/library/skills/environment-kit/resource.yaml +29 -0
- package/{skills/deployment → library/skills}/export-and-ship/SKILL.md +5 -5
- package/library/skills/export-and-ship/resource.yaml +32 -0
- package/library/skills/fabricating-assets/SKILL.md +195 -0
- package/library/skills/fabricating-assets/resource.yaml +52 -0
- package/{skills/animation → library/skills}/facial-and-lipsync/SKILL.md +23 -11
- package/library/skills/facial-and-lipsync/resource.yaml +36 -0
- package/{skills/character-controllers → library/skills}/fps-controller/SKILL.md +8 -4
- package/library/skills/fps-controller/resource.yaml +29 -0
- package/{skills/visual-effects → library/skills}/game-feel/SKILL.md +7 -7
- package/library/skills/game-feel/resource.yaml +27 -0
- package/library/skills/gameskill/SKILL.md +64 -0
- package/library/skills/gameskill/resource.yaml +22 -0
- package/library/skills/gdscript-patterns/resource.yaml +23 -0
- package/{skills/animation → library/skills}/generate-motion/SKILL.md +16 -16
- package/library/skills/generate-motion/resource.yaml +34 -0
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +223 -0
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +33 -0
- package/{skills/workflow → library/skills}/headless-scripting/SKILL.md +14 -7
- package/library/skills/headless-scripting/resource.yaml +26 -0
- package/library/skills/host-authoritative-state/resource.yaml +28 -0
- package/{skills/2d-assets → library/skills}/instantiate-asset-pack/SKILL.md +10 -12
- package/library/skills/instantiate-asset-pack/resource.yaml +29 -0
- package/{skills/workflow → library/skills}/investigating-bugs/SKILL.md +4 -4
- package/{skills/workflow → library/skills}/investigating-bugs/condition-based-waiting.md +8 -8
- package/library/skills/investigating-bugs/resource.yaml +24 -0
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- /package/dist/{lib → core}/telemetry.d.ts +0 -0
- /package/dist/{lib/mcp-boot-notice.js → mcp/boot-notice.js} +0 -0
- /package/dist/{commands/mcp.d.ts → mcp/command.d.ts} +0 -0
- /package/{references → library/references/collaborative-protocol}/collaborative-protocol.md +0 -0
- /package/{references → library/references/gd-style}/gd-style.md +0 -0
- /package/{skills/audio → library/skills}/ambient-bed/SKILL.md +0 -0
- /package/{skills/gameplay-mechanics → library/skills}/auto-fire-targeting/SKILL.md +0 -0
- /package/{skills/scripting-patterns → library/skills}/gdscript-patterns/SKILL.md +0 -0
- /package/{skills/scripting-patterns → library/skills}/gdscript-patterns/reference.md +0 -0
- /package/{skills/multiplayer-and-networking → library/skills}/host-authoritative-state/SKILL.md +0 -0
- /package/{skills/workflow → library/skills}/investigating-bugs/defense-in-depth.md +0 -0
- /package/{skills/audio → library/skills}/music-track/SKILL.md +0 -0
- /package/{skills/scene-and-project → library/skills}/play/SKILL.md +0 -0
- /package/{skills/multiplayer-and-networking → library/skills}/setup-multiplayer/SKILL.md +0 -0
- /package/{skills/ui-and-ux → library/skills}/ui-basics/SKILL.md +0 -0
- /package/{skills/visual-effects → library/skills/vfx-dissolve}/_building-blocks/noise-3d-fbm.gdshaderinc +0 -0
- /package/{skills/visual-effects → library/skills/vfx-fire}/_building-blocks/additive-billboard-particles.md +0 -0
- /package/{skills/visual-effects → library/skills/vfx-lightning}/_building-blocks/trauma-shake-snippet.md +0 -0
- /package/{skills/audio → library/skills}/voice-line/SKILL.md +0 -0
- /package/{skills/workflow → library/skills}/writing-plans/plan-document-reviewer-prompt.md +0 -0
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id: skill/skintokens-auto-rigging
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kind: skill
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version: 0.1.1
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summary: "Offline auto-rigging with skin-tokens.cpp (GGML SkinTokens/TokenRig port) — skeleton and skin weights from a static GLB mesh on CPU/Vulkan, into Godot 4."
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use_when:
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- "auto-rig this static GLB mesh so I can animate it"
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- "generate skin weights for a mesh that already has a skeleton"
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- "batch-rig many creature or character meshes without hand-painting weights"
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- "I have an unrigged AI-generated character and need a first-pass rig"
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do_not_use_when:
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- "hero characters needing art-directed deformation, non-triangle meshes, shapes far from the humanoid training data, or runtime in-engine rigging"
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- "skin-tokens.cpp is a user-built, user-run offline CLI (minutes per mesh); the agent does not install or run it on the user's behalf"
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- "intake from the gamedev-knowledge pipeline (source-cited, pipeline-validated, not yet exercised in-engine by the Summer team) — verify results in the engine as you would any technique"
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facets:
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lifecycle:
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- build
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domains:
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- assets
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- pipeline
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- 3d
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- animation
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modalities:
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- 3d-models
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- assets
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compatibility:
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engine: ">=4.6"
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related:
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skills:
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- skill/character-model
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- skill/retarget
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source: official
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license: MIT
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status: preview
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recommended: false
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lint_exceptions:
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- url-allowlist
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- credential-pattern
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lint_exception_reason: "Source citation for knowledge extracted by the gamedev-knowledge pipeline: the Setup section quotes the upstream GitHub clone URL of the skin-tokens.cpp tool (localai-org) as a user-run, user-consented build step — a read-only provenance link, not agent-autonomous installation. credential-pattern is a false positive on the CMake option SKINTOKENS_ENABLE_VULKAN, where TOKENS is part of the project name, not a secret or token assignment."
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After the sky is wired:
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- **Add atmospheric fog matching the sky's mood** → `
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- **Add a directional `DirectionalLight3D` matching the sun position in the panorama** → `
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- **Add atmospheric fog matching the sky's mood** → `scene-composition` (fog is on the same Environment resource).
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- **Add a directional `DirectionalLight3D` matching the sun position in the panorama** → `3d-lighting` for sun + shadows.
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- **Day/night cycle** → re-invoke this skill for the night sky, then write a small tween between the two `panorama` properties.
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- **Tileable ground texture for the level floor** → `
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- **Tileable ground texture for the level floor** → `tileable-texture`.
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## See also
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- `
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- `
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- `
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- `3d-lighting` — sun, ambient, fog wired alongside the sky.
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- `tileable-texture` — ground/floor counterpart.
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- `scene-composition` — WorldEnvironment placement and configuration.
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- `asset-strategy` — meta-router.
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- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_image` schema.
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id: skill/skybox-panorama
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kind: skill
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version: 1.0.3
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summary: Generate a 360-degree equirectangular sky panorama and wire it as a PanoramaSkyMaterial Sky resource on WorldEnvironment in a 3D scene.
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use_when:
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- generating a 360-degree panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene
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- a 3D scene has a flat or default sky and needs a 360-degree backdrop matching the art direction
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facets:
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lifecycle:
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- build
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domains:
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- 2d
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- assets
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modalities:
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- images
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- scenes
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compatibility:
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engine: ">=4.6"
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related:
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skills:
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- skill/tileable-texture
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- skill/asset-strategy
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source: official
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license: MIT
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status: stable
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recommended: false
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aliases:
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- skills/2d-assets/skybox-panorama
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@@ -238,5 +238,5 @@ After the SFX is wired:
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- `audio/ambient-bed` — long looping textures
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- `audio/music-track` — music
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- `audio/voice-line` — TTS
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-
-
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-
-
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- `../../references/mcp-tools-reference/mcp-tools-reference.md`
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- `../../references/godot-version/godot-version.md` — Summer compatibility for audio nodes
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id: skill/sound-effect
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kind: skill
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version: 1.0.3
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summary: Generate short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts — wired as AudioStreamPlayer/2D/3D that auto-frees on finished.
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use_when:
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- generating short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts, environmental cues
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- an action, impact, or UI interaction is silent and needs a short one-shot sound wired to it
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facets:
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lifecycle:
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- build
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domains:
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- audio
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- assets
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modalities:
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- audio
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- scenes
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compatibility:
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engine: ">=4.6"
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related:
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skills:
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- skill/audio-direction
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source: official
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license: MIT
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status: stable
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recommended: true
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aliases:
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- skills/audio/sound-effect
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---
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name: spatial-placement
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description: Use when positioning or verifying 3D objects with surrounding-scene evidence — floor and shelf support, wall gaps, collider or mesh overlap, directional clearance, alcoves, rotated props, and post-placement checks. Trigger on "place", "position", "align", "sit on", "against the wall", "inside", "overlap", "clearance", "grounded", "flush", "spatial", "Starcast".
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: scene-and-project
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user-invocable: false
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allowed-tools: Read Grep summer_get_scene_tree summer_inspect_node summer_set_prop summer_batch summer_starcast
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paths: ["**/*.tscn"]
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---
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# Spatial Placement in Summer Engine
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Use Starcast as spatial evidence, not as an automatic placement solver. Make a
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reasonable transform from scene intent, inspect the result, then correct only
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the axes that the evidence shows are wrong.
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## Placement loop
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1. Call `summer_get_scene_tree` and inspect the subject and intended anchor.
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Never guess paths, transforms, or dimensions.
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2. Place the subject approximately with `summer_set_prop` or `summer_batch`.
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3. Call `summer_starcast(scenePath, path, detail="summary")`.
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4. Correct position or rotation from the smallest relevant set of facts.
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5. Call summary again. Stop when the intended support/contact and clearances are
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satisfied. Do not keep recasting a placement that already meets the brief.
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Use `detail="full"` only when summary identifies an ambiguous blocker, several
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nearby candidates, or a complex overlap. Full output is capped at 12 KB and may
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return summary automatically. Keep `directionSpace="world"` unless placement is
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defined relative to a rotated subject; then use `directionSpace="local"`.
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## Read the result
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- `subject.position` and `subject.size` describe the queried object.
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- `grounded: true` means downward support was detected. It does not mean the
|
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object is centered or otherwise well placed.
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- `contactStatus` and `contacts` identify touching or overlapping colliders.
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Godot's shape query cannot distinguish touching from penetration here.
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- `directions.<label>.status` is `blocked` when clearance is below the tool's
|
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threshold; `distance` is measured from the subject bounds.
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- `evidence: "physics"` is exact collider-query evidence.
|
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|
+
- `evidence: "visual_aabb"` includes visible meshes without colliders, but is a
|
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+
world-axis-aligned broad-phase approximation. Do not infer exact surface
|
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contact from it.
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- Warnings about missing collision shapes or visual bounds mean coverage is
|
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+
partial; state that limitation rather than inventing certainty.
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|
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|
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|
|
49
|
+
## Placement recipes
|
|
50
|
+
|
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51
|
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- **Floor/platform:** require downward support, no unintended contacts, and open
|
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movement/access directions. Correct vertical position first.
|
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|
+
- **Shelf:** require shelf support, no back/side overlap, and enough forward
|
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|
+
clearance to remain visible and reachable.
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|
+
- **Wall:** use the intended horizontal direction as the anchor, preserve a
|
|
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|
+
small gap unless contact is requested, and verify the opposite side is open.
|
|
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|
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- **Alcove:** check back, both sides, up, down, and relevant diagonals. Request
|
|
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+
full only if summary cannot identify which surface blocks the subject.
|
|
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|
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- **Rotated object:** use local directions only when "front", "side", or "up"
|
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|
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refers to the object's orientation; use world directions for level axes.
|
|
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|
+
- **Overlap repair:** move along the clearest axis with the shortest correction,
|
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|
+
then rerun. Do not resize the asset unless the user asked for that.
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|
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|
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+
## Guardrails
|
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|
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- Always provide exact `scenePath` and `path`; selection fallback is not
|
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deterministic agent behavior.
|
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|
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- Starcast is read-only and never moves or saves the subject.
|
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- One representative ray per direction can miss off-center geometry. Combine
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directional results with contacts, nearby evidence, hierarchy, and rendered
|
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|
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verification for high-consequence placements.
|
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- Cameras, lights, audio, navigation nodes, scripts, and plain Nodes are not
|
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obstacles unless they own collision or renderable geometry.
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+
- Prefer two useful summary calls around one correction over repeated full calls.
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|
@@ -0,0 +1,42 @@
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id: skill/spatial-placement
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kind: skill
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version: 1.0.1
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|
+
summary: Place and verify 3D objects with Starcast evidence — inspect, place, starcast, correct, verify; floor, shelf, wall, alcove recipes and overlap repair.
|
|
5
|
+
use_when:
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6
|
+
- positioning a prop, character, collider, or platform so it sits flush, avoids overlap, or keeps clearance
|
|
7
|
+
- placing something against a wall, inside an alcove, or on a shelf and needing to know which side is blocked and by how much
|
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- repairing an overlap or a floating object after a placement
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- post-placement checks on a rotated prop using its own local axes
|
|
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do_not_use_when:
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- the scene is 2D — Starcast reads Node3D bounds, 3D physics, and visual AABBs
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+
- you want the engine to seat or align for you — skill/world-building-3d (summer_snap_to_surface, summer_align_distribute_3d)
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- "the engine build predates Starcast3D (Summer Engine 0.5.66 or newer): summer_starcast returns engine_lacks_op; judge placement from summer_test_placement and summer_inspect_node instead"
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facets:
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lifecycle:
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- build
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domains:
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- scenes
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- 3d
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+
- world-building
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- level-design
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+
- verification
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modalities:
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- scenes
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compatibility:
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engine: ">=4.6"
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related:
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tools:
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- tool/starcast
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- tool/get-scene-tree
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- tool/inspect-node
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- tool/set-prop
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- tool/batch
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skills:
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- skill/world-building-3d
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- skill/scene-composition
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source: official
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license: MIT
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status: preview
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recommended: true
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aliases:
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+
- skills/scene-and-project/spatial-placement
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@@ -0,0 +1,65 @@
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# Skill Spec: /spatial-placement
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## Fixture
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4
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|
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- A 3D scene with a floor, a shelf unit with a back panel, a wall, a rotated
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crate prop that owns a collider, and one visible mesh-only obstacle without
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a collider.
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8
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+
- `summer_starcast` is available on an engine build with `Starcast3D`, plus
|
|
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|
+
`summer_get_scene_tree`, `summer_inspect_node`, `summer_set_prop`, and
|
|
10
|
+
`summer_batch`.
|
|
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|
+
|
|
12
|
+
## Case 1: Rotated prop on a shelf
|
|
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|
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**Input:** "Put the crate on the middle shelf, flush against the back panel but
|
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|
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not clipping it."
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|
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17
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**Expected MCP tool sequence (in order):**
|
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|
+
|
|
19
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+
1. `summer_get_scene_tree`
|
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20
|
+
2. `summer_inspect_node` for the crate and the shelf
|
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|
+
3. `summer_set_prop` (approximate placement from scene intent)
|
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22
|
+
4. `summer_starcast` with `detail="summary"`
|
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23
|
+
5. `summer_set_prop` (one correction on only the axes the evidence names)
|
|
24
|
+
6. `summer_starcast` with `detail="summary"`
|
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+
|
|
26
|
+
**Assertions:**
|
|
27
|
+
|
|
28
|
+
- [ ] Every `summer_starcast` call passes exact `scenePath` and `path`; no
|
|
29
|
+
editor-selection fallback.
|
|
30
|
+
- [ ] `grounded: true` with the shelf as the downward object; `contactStatus`
|
|
31
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+
shows no unintended `contact_or_overlap`.
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- [ ] The back direction reports `blocked` at a small positive distance (or the
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requested contact); the forward direction is `open`.
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- [ ] `directionSpace="local"` is used only because the crate is rotated;
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`world` otherwise.
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- [ ] At most two summary calls around one correction; `detail="full"` is not
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requested unless summary was ambiguous.
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## Case 2: Overlap repair with partial coverage
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**Input:** "The barrel is clipping into the wall, fix it."
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**Expected MCP tool sequence (in order):**
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1. `summer_starcast` with `detail="summary"`
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2. `summer_set_prop` along the clearest axis with the shortest correction
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3. `summer_starcast` with `detail="summary"`
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+
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**Assertions:**
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- [ ] The correction moves along one axis only and does not resize the asset.
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- [ ] A `subject_has_no_collision_shapes` or `physics_unavailable` warning is
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reported to the user as partial coverage, never silently ignored.
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- [ ] `evidence: "visual_aabb"` is never described as exact contact.
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## Case 3: Engine without Starcast3D
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**Input:** Case 1 on an engine build that predates `Starcast3D`.
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**Assertions:**
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- [ ] `summer_starcast` returns `failure_reason: engine_lacks_op`; the agent
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does not retry blindly.
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- [ ] The agent falls back to `summer_test_placement` and `summer_inspect_node`
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evidence and states which evidence it used.
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## When NOT to use
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- The character is 3D — use `
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- The user wants a single static sprite → `
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- The character is 3D — use `generate-motion` for skeletal animation.
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- The user wants a single static sprite → `pixel-art` or `character-portrait`.
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- The user wants UI animation (loading spinner, button hover) — animate via `AnimationPlayer` rotating/tweening a static texture instead. Don't sprite-sheet UI.
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- The user has 12+ frames per animation and 4+ animations — that's hundreds of generations at $0.02 each. Pause and discuss budget.
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@@ -47,7 +47,7 @@ So do not tell the user to cut a generated sheet by hand or in ImageMagick. The
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You need a stable reference. Either:
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- The user has a static sprite already (`res://sprites/goblin.png`) — use it as `referenceImageUrl`.
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- Generate a base sprite via `
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- Generate a base sprite via `pixel-art` or `character-portrait` first, then return here.
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Without a base, every frame drifts.
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> AI sprite-sheet generation is unreliable — best path for clean pixel animation is to hand-author in Aseprite (or Piskel for free in-browser). Onion-skin frame-by-frame; ~10 minutes for a 4-frame walk cycle. Want me to generate a base reference image you can trace?
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If yes, generate the static base via `
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+
If yes, generate the static base via `pixel-art` and stop here. The user takes it to Aseprite.
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### 4. Import frames into Summer Engine
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@@ -230,15 +230,15 @@ Tell the user to run via the Summer dashboard. Or recommend Aseprite (paid, $20)
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After the animation is wired:
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- **More animations on the same character** (idle, attack, death) → re-invoke this skill with the same base anchor, vary the delta.
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- **Sound effects synced to animation frames** → `
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+
- **Sound effects synced to animation frames** → `sound-effect`, then wire via `Call Method Track` in `AnimationPlayer`.
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- **Multi-direction sprites** → re-invoke per direction (budget warning).
|
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-
- **Pixel-art static base if not yet generated** → `
|
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|
-
- **3D character animation instead** → `
|
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+
- **Pixel-art static base if not yet generated** → `pixel-art` first.
|
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+
- **3D character animation instead** → `generate-motion`.
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## See also
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-
- `
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-
- `
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- `
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- `
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-
-
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+
- `pixel-art` — base sprite generation.
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+
- `character-portrait` — base portrait for higher-res characters.
|
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+
- `generate-motion` — 3D-skeletal counterpart.
|
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+
- `sound-effect` — frame-synced SFX.
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+
- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_image` schema.
|
|
@@ -0,0 +1,32 @@
|
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|
1
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+
id: skill/sprite-sheet
|
|
2
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+
kind: skill
|
|
3
|
+
version: 1.0.4
|
|
4
|
+
summary: Generate animated 2D character sprites laid out as a sprite sheet — walk cycle, attack, idle, death — wired into AnimatedSprite2D / SpriteFrames.
|
|
5
|
+
use_when:
|
|
6
|
+
- generating animated 2D character sprites laid out as a grid of frames — walk cycle, attack frames, idle bob, death sequence
|
|
7
|
+
- a 2D sprite needs its frames laid out as one grid image for AnimatedSprite2D or SpriteFrames
|
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+
facets:
|
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9
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+
lifecycle:
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+
- build
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+
domains:
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+
- 2d
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+
- assets
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|
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+
modalities:
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+
- images
|
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+
- assets
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+
compatibility:
|
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+
engine: ">=4.6"
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+
related:
|
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+
skills:
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+
- skill/character-portrait
|
|
22
|
+
- skill/pixel-art
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|
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+
- skill/generate-motion
|
|
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+
- skill/sound-effect
|
|
25
|
+
- skill/create-asset-sheet
|
|
26
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+
- skill/asset-strategy
|
|
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|
+
source: official
|
|
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|
+
license: MIT
|
|
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|
+
status: stable
|
|
30
|
+
recommended: false
|
|
31
|
+
aliases:
|
|
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|
+
- skills/2d-assets/sprite-sheet
|
|
@@ -25,9 +25,9 @@ The hard part is "seamless." Most diffusion models violate edge continuity by de
|
|
|
25
25
|
|
|
26
26
|
## When NOT to use
|
|
27
27
|
|
|
28
|
-
- The user wants a 3D-modeled wall with geometric brick relief → `
|
|
29
|
-
- The user wants a unique mural / non-tiling artwork → `
|
|
30
|
-
- The user wants a skybox / 360° environment → `
|
|
28
|
+
- The user wants a 3D-modeled wall with geometric brick relief → `asset-strategy` (image-to-3D).
|
|
29
|
+
- The user wants a unique mural / non-tiling artwork → `concept-art` or `character-portrait`.
|
|
30
|
+
- The user wants a skybox / 360° environment → `skybox-panorama`.
|
|
31
31
|
- The user wants a normal map / PBR material set — generation today is albedo-only. Normals must be derived (`MaterialMaker`, `NormalMap-Online`) or hand-authored.
|
|
32
32
|
|
|
33
33
|
## Steps
|
|
@@ -199,13 +199,13 @@ If MCP is offline entirely: AmbientCG and Polyhaven offer free CC0 PBR texture s
|
|
|
199
199
|
After the texture is wired:
|
|
200
200
|
|
|
201
201
|
- **More textures in the same biome** → re-invoke this skill, hold style/lighting consistent.
|
|
202
|
-
- **Apply to a procedurally-built level** → `
|
|
202
|
+
- **Apply to a procedurally-built level** → `scene-composition` for CSG and modular wall kits.
|
|
203
203
|
- **PBR set with normals/roughness** → out of MCP scope today; user runs derivation in MaterialMaker.
|
|
204
|
-
- **Skybox for the level's environment** → `
|
|
204
|
+
- **Skybox for the level's environment** → `skybox-panorama`.
|
|
205
205
|
|
|
206
206
|
## See also
|
|
207
207
|
|
|
208
|
-
- `
|
|
209
|
-
- `
|
|
210
|
-
- `
|
|
211
|
-
-
|
|
208
|
+
- `asset-strategy` — meta-router and 3D pipeline.
|
|
209
|
+
- `skybox-panorama` — sky/environment counterpart.
|
|
210
|
+
- `scene-composition` — applying textures to CSG and MeshInstance3D.
|
|
211
|
+
- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_image` schema.
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
id: skill/tileable-texture
|
|
2
|
+
kind: skill
|
|
3
|
+
version: 1.0.4
|
|
4
|
+
summary: Generate a seamless tileable texture for walls, floors, or terrain — repeats cleanly on all four edges, wired as a StandardMaterial3D albedo.
|
|
5
|
+
use_when:
|
|
6
|
+
- generating a seamless tileable texture for walls, floors, terrain, or ceilings — a square tile that repeats cleanly on all four edges
|
|
7
|
+
- a wall, floor, or terrain material shows visible seams or repetition and needs a texture that tiles cleanly
|
|
8
|
+
facets:
|
|
9
|
+
lifecycle:
|
|
10
|
+
- build
|
|
11
|
+
domains:
|
|
12
|
+
- 2d
|
|
13
|
+
- assets
|
|
14
|
+
modalities:
|
|
15
|
+
- images
|
|
16
|
+
- assets
|
|
17
|
+
compatibility:
|
|
18
|
+
engine: ">=4.6"
|
|
19
|
+
related:
|
|
20
|
+
skills:
|
|
21
|
+
- skill/character-portrait
|
|
22
|
+
- skill/concept-art
|
|
23
|
+
- skill/skybox-panorama
|
|
24
|
+
- skill/asset-strategy
|
|
25
|
+
- skill/create-asset-sheet
|
|
26
|
+
source: official
|
|
27
|
+
license: MIT
|
|
28
|
+
status: stable
|
|
29
|
+
recommended: false
|
|
30
|
+
aliases:
|
|
31
|
+
- skills/2d-assets/tileable-texture
|
|
@@ -209,4 +209,4 @@ Once the shots are generated:
|
|
|
209
209
|
- `audio/music-track` — trailer score.
|
|
210
210
|
- `audio/sound-effect` — cut SFX (whooshes, impacts, stingers).
|
|
211
211
|
- `2d-assets/concept-art` — generate the reference image axis when no asset exists yet.
|
|
212
|
-
-
|
|
212
|
+
- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_video` parameter schema and error codes.
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
id: skill/trailer-shot
|
|
2
|
+
kind: skill
|
|
3
|
+
version: 1.0.4
|
|
4
|
+
summary: Generate marketing or trailer footage — slow-mo combat, establishing shots, hero beats, splash screens, pitch-deck B-roll — max punch in 5-10 seconds.
|
|
5
|
+
use_when:
|
|
6
|
+
- generating marketing or trailer footage — slow-mo combat, dramatic establishing shots, hero beats, splash screens, pitch-deck B-roll
|
|
7
|
+
- producing a store page, pitch deck, or social clip that shows the game at its most dramatic in seconds
|
|
8
|
+
facets:
|
|
9
|
+
lifecycle:
|
|
10
|
+
- launch
|
|
11
|
+
domains:
|
|
12
|
+
- video
|
|
13
|
+
- assets
|
|
14
|
+
modalities:
|
|
15
|
+
- video
|
|
16
|
+
- assets
|
|
17
|
+
compatibility:
|
|
18
|
+
engine: ">=4.6"
|
|
19
|
+
related:
|
|
20
|
+
skills:
|
|
21
|
+
- skill/asset-strategy
|
|
22
|
+
source: official
|
|
23
|
+
license: MIT
|
|
24
|
+
status: stable
|
|
25
|
+
recommended: false
|
|
26
|
+
aliases:
|
|
27
|
+
- skills/video/trailer-shot
|
|
@@ -109,7 +109,7 @@ summer_inspect_node "./World/Enemy"
|
|
|
109
109
|
summer_inspect_resource "./World/Enemy" # for mesh/material/shape details
|
|
110
110
|
```
|
|
111
111
|
|
|
112
|
-
**Bakes
|
|
112
|
+
**Bakes: know which process can run them.** `LightmapGI.bake(from_node, image_data_path)` IS script-bound on this build — run it from `summer_run_script` in the live editor (the GPU lightmapper needs a real renderer: desktop editors have one, cloud containers need xvfb + GL per `running-in-the-cloud`, and pure-headless returns `BAKE_ERROR_NO_LIGHTMAPPER`). The `OccluderInstance3D` bake remains editor-button only — say so rather than reporting it as applied. Navmesh baking, collision-shape generation from meshes, and `ImporterMesh.generate_lods` are all scriptable and remain yours to do.
|
|
113
113
|
|
|
114
114
|
### 4b. Physics hotspot
|
|
115
115
|
|
|
@@ -221,7 +221,7 @@ Compare: was the metric movement at least 50% of what was promised? If yes, ship
|
|
|
221
221
|
|
|
222
222
|
## Collaborative protocol
|
|
223
223
|
|
|
224
|
-
This skill makes scene/resource/code changes. Always ask before each fix is applied. See
|
|
224
|
+
This skill makes scene/resource/code changes. Always ask before each fix is applied. See `../../references/collaborative-protocol/collaborative-protocol.md`.
|
|
225
225
|
|
|
226
226
|
## Want a working starter?
|
|
227
227
|
|
|
@@ -229,10 +229,10 @@ No template — this is a workflow. Performance tuning is project-specific by de
|
|
|
229
229
|
|
|
230
230
|
## See also
|
|
231
231
|
|
|
232
|
-
-
|
|
233
|
-
-
|
|
234
|
-
-
|
|
235
|
-
-
|
|
232
|
+
- `../../references/mcp-tools-reference/mcp-tools-reference.md` — full MCP tool list
|
|
233
|
+
- `../../references/godot-version/godot-version.md` — renderer API churn notes (Compositor, RenderSceneBuffers)
|
|
234
|
+
- `../../references/collaborative-protocol/collaborative-protocol.md` — "May I write" pattern
|
|
235
|
+
- `../../references/gd-style/gd-style.md` — GDScript conventions (avoid bare types, use `:=`)
|
|
236
236
|
- `debugging/debug/SKILL.md` — bug triage (related but different)
|
|
237
237
|
- `workflow/diagnosing-perf-regressions/SKILL.md` — when it *got* slow rather than always was
|
|
238
238
|
- `rendering-and-lighting/3d-lighting/SKILL.md` — light setup and bake decisions
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
id: skill/tune-performance
|
|
2
|
+
kind: skill
|
|
3
|
+
version: 1.0.3
|
|
4
|
+
summary: Profile a slow game via summer_get_diagnostics, identify rendering/physics/scripting hotspots, propose fixes with before/after metric expectations.
|
|
5
|
+
use_when:
|
|
6
|
+
- the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware
|
|
7
|
+
- fps drops or stutter when many units, projectiles, or particles spawn at once and the hotspot is unknown
|
|
8
|
+
facets:
|
|
9
|
+
lifecycle:
|
|
10
|
+
- build
|
|
11
|
+
domains:
|
|
12
|
+
- performance
|
|
13
|
+
- debug
|
|
14
|
+
modalities:
|
|
15
|
+
- scripts
|
|
16
|
+
- scenes
|
|
17
|
+
compatibility:
|
|
18
|
+
engine: ">=4.6"
|
|
19
|
+
related:
|
|
20
|
+
skills:
|
|
21
|
+
- skill/running-in-the-cloud
|
|
22
|
+
- skill/scene-scripting
|
|
23
|
+
- skill/debug
|
|
24
|
+
- skill/3d-lighting
|
|
25
|
+
- skill/diagnosing-perf-regressions
|
|
26
|
+
source: official
|
|
27
|
+
license: MIT
|
|
28
|
+
status: stable
|
|
29
|
+
recommended: true
|
|
30
|
+
aliases:
|
|
31
|
+
- skills/performance/tune-performance
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
id: skill/ui-basics
|
|
2
|
+
kind: skill
|
|
3
|
+
version: 1.0.3
|
|
4
|
+
summary: Build Summer Engine UI — HUDs, menus, health bars, dialogue boxes, Control trees — anchors, containers, responsive layout, theme vs inline styling.
|
|
5
|
+
use_when:
|
|
6
|
+
- "building Summer Engine UI: HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree"
|
|
7
|
+
- laying out a pause menu, settings screen, or inventory panel with anchors and containers so it stays responsive
|
|
8
|
+
- '"add a pause menu" / "add a settings screen" / "add an options menu" / "add a main menu"'
|
|
9
|
+
facets:
|
|
10
|
+
lifecycle:
|
|
11
|
+
- build
|
|
12
|
+
domains:
|
|
13
|
+
- ui
|
|
14
|
+
- ux
|
|
15
|
+
modalities:
|
|
16
|
+
- ui
|
|
17
|
+
- scenes
|
|
18
|
+
compatibility:
|
|
19
|
+
engine: ">=4.6"
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source: official
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license: MIT
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status: stable
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recommended: true
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aliases:
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- skills/ui-and-ux/ui-basics
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@@ -27,9 +27,9 @@ UI graphics succeed or fail on **two specific things**: a clean transparent back
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## When NOT to use
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- The user wants a character portrait → `
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- The user wants pixel-art UI → `
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- The user wants a 3D HUD element → that's a 3D mesh job; route to `
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- The user wants a character portrait → `character-portrait`.
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- The user wants pixel-art UI → `pixel-art` (UI in pixel style needs a different prompt pattern).
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32
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- The user wants a 3D HUD element → that's a 3D mesh job; route to `asset-strategy`.
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- The user wants a font → fonts aren't generated; use a `.ttf`/`.otf` and import via `FontFile`.
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35
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## Steps
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@@ -185,7 +185,7 @@ If you generate a 4×4 grid of icons in one image, each icon becomes an `AtlasTe
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185
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- **User wants the same icon at multiple sizes (32, 64, 128).** Generate once
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at high resolution. Summer Engine's `TextureRect` with
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`STRETCH_KEEP_ASPECT_CENTERED` scales it down cleanly.
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188
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-
- **User wants pixel-style UI.** Route to `
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+
- **User wants pixel-style UI.** Route to `pixel-art` — different prompt pattern, different filter, different anchor.
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189
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- **User wants animated UI (spinning loading icon).** Generate the static frame here. Animate via `AnimationPlayer` rotating the `TextureRect`, not as a sprite sheet.
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- **Transparency comes back as a checkerboard pattern in the image.** The model rendered the checkerboard literally because the prompt asked for transparency. Remove every mention of transparency from the prompt, generate on a plain background, and pass `options.removeBackground: true` to cut the alpha server-side.
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- **Icons need to read at very small size (16-24px in a packed bar).** Bias prompts toward bold silhouette + minimal interior detail. Ornate detail is invisible at 16px and adds noise.
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@@ -212,13 +212,13 @@ After the UI graphic is wired:
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- **More icons in the same set** → re-invoke this skill with the same anchor.
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- **Button states (hover/pressed)** → re-invoke for each state.
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- **Theme assembly (combining icons + panels into a Summer Engine Theme
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-
resource)** → `
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- **Pixel-art UI** → `
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-
- **Dialogue UI with portraits** → `
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+
resource)** → `scene-composition` for the resource wiring.
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+
- **Pixel-art UI** → `pixel-art`.
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217
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- **Dialogue UI with portraits** → `character-portrait` for the portrait, then back here for the surrounding panel.
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## See also
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- `
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- `
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- `
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-
-
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- `character-portrait` — for in-UI character images.
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- `pixel-art` — pixel-style UI.
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223
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- `scene-composition` — Theme and Control hierarchy.
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- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_image` schema.
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