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https://github.com/Donchitos/Claude-Code-Game-Studios
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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2.4 KiB
2.4 KiB
Godot — Deprecated APIs
Last verified: 2026-02-12
If an agent suggests any API in the "Deprecated" column, it MUST be replaced with the "Use Instead" column.
Nodes & Classes
| Deprecated | Use Instead | Since | Notes |
|---|---|---|---|
TileMap |
TileMapLayer |
4.3 | One node per layer instead of multi-layer node |
VisibilityNotifier2D |
VisibleOnScreenNotifier2D |
4.0 | Renamed for clarity |
VisibilityNotifier3D |
VisibleOnScreenNotifier3D |
4.0 | Renamed for clarity |
YSort |
Node2D.y_sort_enabled |
4.0 | Property on Node2D, not a separate node |
Navigation2D / Navigation3D |
NavigationServer2D / NavigationServer3D |
4.0 | Server-based API |
EditorSceneFormatImporterFBX |
EditorSceneFormatImporterFBX2GLTF |
4.3 | Renamed |
Methods & Properties
| Deprecated | Use Instead | Since | Notes |
|---|---|---|---|
yield() |
await signal |
4.0 | GDScript 2.0 coroutine syntax |
connect("signal", obj, "method") |
signal.connect(callable) |
4.0 | Callable-based connections |
instance() |
instantiate() |
4.0 | Renamed |
PackedScene.instance() |
PackedScene.instantiate() |
4.0 | Renamed |
get_world() |
get_world_3d() |
4.0 | Explicit 2D/3D split |
OS.get_ticks_msec() |
Time.get_ticks_msec() |
4.0 | Time singleton preferred |
duplicate() for nested resources |
duplicate_deep() |
4.5 | Explicit deep copy control |
Skeleton3D signal bone_pose_updated |
skeleton_updated |
4.3 | Renamed |
AnimationPlayer.method_call_mode |
AnimationMixer.callback_mode_method |
4.3 | Moved to base class |
AnimationPlayer.playback_active |
AnimationMixer.active |
4.3 | Moved to base class |
Patterns (Not Just APIs)
| Deprecated Pattern | Use Instead | Why |
|---|---|---|
String-based connect() |
Typed signal connections | Type-safe, refactor-friendly |
$NodePath in _process() |
@onready var cached reference |
Performance: path lookup every frame |
Untyped Array / Dictionary |
Array[Type], typed variables |
GDScript compiler optimizations |
Texture2D in shader parameters |
Texture base type |
Changed in 4.4 |
| Manual post-process viewport chains | Compositor + CompositorEffect |
Structured post-processing (4.3+) |
| GodotPhysics3D for new projects | Jolt Physics 3D | Default since 4.6; better stability |