claude

xenodot

Builder/researcher agents, godot-* engine skills (verify, code-rules, export-builds, import) and the digital-twin domain — the twin-architect / scene-optimizer / data-binder agents and twin-import / twin-optimize / twin-bind-data / twin-verify / twin-playback skills for building IFC/BIM → Godot viewers with live data — plus verification tools and safety hooks for Godot / Redot / Blazium work with Claude Code. One plugin, xenodot: namespace.

0 on GitHubby Xenodot Twinv0.3.1MITupdated 4 months agodevelopment
/

Plugin xenodot from marketplace xenodot-twin in arthur0n/xenodot-twin. Commands read from the repo's manifest — 1 month ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (25)

  • agent-report

    The agent→orchestrator handoff protocol. A backgrounded worker's relayed result string truncates on long, tool-heavy turns, so the handoff is an artifact, not a string — the worker Writes its full report to a file, and a cheap summarizer distills it. Load this whenever a task asks you to hand off a

  • autonomous-main-goal

    The hive's Autonomous Mode self-drive loop. When a standing Main Goal is active, evaluate it, break it into ordered slices, then on each `[Autonomous check #N]` cycle assess progress, dispatch the next slice, and record one-line status via mcp__ui__autonomous — until the board satisfies the goal. HI

  • caveman

    Ultra-compressed communication mode — always active for this agent. Cuts token usage ~75% by dropping filler, articles, and pleasantries while keeping full technical accuracy. Drop only when interviewing the user via mcp__ui__form (labels/descriptions must be clear prose).

  • godot-code-rules

    Strict typed-GDScript rules (the tsconfig-strict + ESLint equivalent) — full typing, explicit return types, warnings-as-errors, size caps, file headers, @warning_ignore policy, gated by tools/validate.sh. Load BEFORE writing or editing ANY .gd file, when validate.sh / gdlint / gdformat fails, on a t

  • godot-composition

    Composition conventions ("SOLID translated to Godot") — component nodes over inheritance, signals up / calls down, scene as the unit of composition, and when (not) to modularize. Load before structuring an entity with more than one behavior, before any refactor/extraction, when a script grows past o

  • godot-docs

    The Godot docs MCP (mcp__godot-docs__*) is the SOURCE OF TRUTH for engine API — class names, method/signal/property signatures, enums, and deprecations. Use BEFORE asserting any API: when unsure of a signature, when a `VERIFY-FAIL unknown property` smells like a Godot 3→4 rename, or when choosing be

  • godot-export-builds

    Export a Godot-family game to a shippable build from the command line — headless `--export-release` to desktop (macOS / Linux / Windows) first, web (HTML5) gated behind a renderer spike, then upload to itch.io with butler. Use when packaging a build for distribution, shipping a POC to itch.io, setti

  • godot-main-scene

    Create the thin main.tscn entry point (set as run/main_scene) that owns the persistent shell — SubViewport pixelation rig, camera rig, UI — and loads/swaps level scenes under a container node. Use when the project needs a main scene, run/main_scene is unset in project.godot, levels need loading/swit

  • godot-project-baseline

    Establish or verify a Godot 4.x project's game-agnostic baseline — quality gates (warnings-as-errors, gdlint/gdformat), folder layout, naming, physics layers, input map — and record it in CLAUDE.md as the single source of truth. Use FIRST in any new project, on "set up the project" / "start a POC" /

  • godot-runtime-smoke

    The L2 runtime-smoke layer for a Godot-family game (4.x) WITHOUT GdUnit4 — a headless SceneTree tool script (`tools/smoke_*.gd`, run via `$GODOT --headless --script`) that boots a real scene, drives ONE gameplay seam programmatically (call `weapon.try_fire()`, simulate a hit), and ASSERTS runtime ou

  • godot-screen-effects

    Build screen-space post-process effects in a Godot 4.x 3D project — the fullscreen-quad rig plus reading the screen/depth/normal buffers in a spatial shader, the foundation for outlines, edge detection, fog, and depth visualization. Use when adding a custom post-process effect, when a post-process s

  • godot-verify

    Verify Godot scenes/scripts actually load, run, and visibly render — catching silently-dropped invalid properties and "valid but renders nothing" (black-screen, no-error) scenes. Use after ANY .tscn/.gd change and before claiming work done or verified — never assert a scene runs without these checks

  • graphify

    Query the game's knowledge graph for codebase / architecture / file-relationship questions — when graphify-out/graph.json exists, treat the question as a graphify query FIRST. Thin wrapper over the installed graphify CLI (query / path / explain / update); the graph lives in the game's graphify-out/.

  • library-record-writing

    How a *-researcher writes a durable `library/<kind>/` record — the machine-face frontmatter rule, the index-append step, the one-page limit, and the post-adopt/post-build 4-field Lesson section. Use whenever an addon / cli researcher writes its verdict doc (`library/addons/<slug>.md`, `library/tools

  • research-presenting

    How a *-researcher presents a finding/verdict to the human — the 6-bucket framework. Use whenever an addon / cli / skill / transcript researcher is about to present an adopt/reject/keep verdict: never gate on a bare verdict — decompose into the six buckets first, put the verdict ON TOP, and (where t

  • tasks-mcp

    Use mcp__ui__tasks as a plan and scratchpad inside any agent run. Add tasks at start, update status as you work, then close them in one call (op complete_open) before you hand off or return. Visible in the UI right rail and persistent across sessions.

  • twin-analyze

    The multi-model analysis seam — pack a twin recording (+ binding map + property sidecar) into one deterministic bundle and have a NON-Anthropic model narrate a window of it, back as an advisory Markdown report the FRAMEWORK writes (never the worker). Two contracts, not a worker: bundle in (tools/ana

  • twin-asset-import

    Bring a NON-BIM 3D asset into a digital-twin viewer — a vendor equipment model (pump, valve, rack, skid) or a CC0 prop delivered as GLB/FBX, which has no IFC GlobalId. Covers the runtime GLTFDocument load (GLB-only; FBX is converted first), meters/units sanity against the BIM scene, PBR materials un

  • twin-bind-data

    Bind live tag data to a digital-twin scene — the DataBus autoload contract (WebSocketPeer with the four gotchas that make it actually work), tag→node binding through the IFC GlobalId join, overlay/state response, the seeded simulator as the deterministic test fixture, AND the built MQTT→WS bridge (t

  • twin-build

    The one-command twin pipeline — take an IFC/BIM model and end at a verified, data-bound viewer in a single run (tools/twin_build.sh). It chains the four existing tools (import → optimize → verify → summary) with the same gate discipline: loud stage labels, exit nonzero on the first failure, a SKIP i

  • twin-import

    The IFC→Godot import pipeline for a digital-twin viewer — convert an IFC/BIM model to a GLB whose node names carry the IFC GlobalIds, plus a property sidecar JSON keyed by the same GlobalIds, then load the GLB at RUNTIME with GLTFDocument (no editor import, works headless) and verify the GlobalId jo

  • twin-optimize

    Scale a digital-twin viewer to large instance counts without lying to yourself about fps — the chunked-MultiMesh recipe (measured to 1M instances), the occlusion-culling toggle discipline (it can be net-NEGATIVE), and the benchmark methodology that survives macOS (frames-drawn deltas, vsync off, war

  • twin-playback

    Record and replay a twin's tag stream deterministically — the twin-recording NDJSON contract, the recorder (byte-reproducible synthesized fixtures + live capture), the viewer's playback player (load/seek/play/pause/speed through the same DataBus.inject seam live data uses), and the playback DETERMIN

  • twin-ship

    Package an export-safe viewer build together with its swappable data tree as ONE deployable (tools/twin_ship.sh) — the last step of the twin journey. It exports the desktop build headless, stages the model + sidecar + binding map + recordings in a `data/` folder BESIDE the executable (never baked in

  • twin-verify

    Verify a digital-twin viewer actually works — the base xenodot:godot-verify layers (property validation, smoke run, render health) PLUS the three twin-specific gates none of them cover: the frame-budget gate (bench vs the stated budget), the data-binding smoke (seeded sim → assert overlay state move

Subagents (13)

  • addon-researcher

    Addon researcher agent for the game project — the framework's buy-vs-build gate. When a request smells like a solved problem (dialogue, inventory, save/load, state machines, pathfinding, debug overlays, tweening helpers…), this agent searches for FREE Godot addons/plugins that already do it, evaluat

  • cli-researcher

    CLI tooling researcher for the game project — the framework's agent-capability gate. When an agent flags a capability it lacks (do or perceive something at runtime that no skill or file-edit covers — render a frame, capture debug output), this agent decides the transport (CLI by default, MCP only fo

  • godot-assets

    Godot 4.6 ASSETS builder for the digital-twin viewer project — importing and wiring sourced assets. Use to import + wire a sourced .glb model or texture (LINEAR/mipmaps, PBR StandardMaterial3D/ORM, colliders, Make-Unique materials, uv1 tiling) — e.g. an equipment model, a fallback prop, or a texture

  • godot-dev

    Godot 4.6 CORE/general builder for the digital-twin viewer project — project setup, the main scene, the camera/navigation rig, UI panels, export, and general glue code. The default builder for scaffolding and anything no specialist owns. Route DOMAIN work to the specialist instead — heavy converted

  • godot-docs-evangelist

    Godot documentation source-of-truth agent for the game project. The orchestrator dispatches this agent when a builder needs authoritative API verification beyond a quick inline lookup — confirming a method/signal/property signature, settling a deprecation, mapping a Godot 3 API to its Godot 4.x repl

  • godot-refactor

    Mechanical modularization agent for this Godot project. Extracts existing behavior into component nodes/scenes per the godot-composition skill — no design decisions, no behavior changes, no new features. Use when a script has grown past one job, when a second entity needs behavior that already exist

  • godot-visuals

    Godot 4.6 VISUALS builder for the digital-twin viewer project — the rendered look. Use for lighting (DirectionalLight sun + ambient + tonemap/exposure), environment, and screen-space post-process shaders (outlines, edge detection, fog, depth, SSAO — clarity for a dense 3D model). NOT asset import wi

  • handoff-summarizer

    Cheap utility agent that distills a builder's handoff report file into a ≤5-line summary for the orchestrator. The caller passes ONE file path (e.g. `.xenodot/handoffs/<slug>.md`); this agent reads it and returns a tight caveman digest — gate verdict, files, what works, what's open — so the orchestr

  • skill-researcher

    Skill researcher agent for the game project — the framework's self-improvement loop. When a task has NO matching godot-* skill (godot-dev reported a gap, or the orchestrator sees none applies before dispatching), this agent searches the external skill library, evaluates candidates against project co

  • transcript-researcher

    Transcript researcher agent for the game project — the framework's source-driven harvester. When we are ABOUT TO BUILD something in a domain a saved video transcript covers (lighting, shaders, a mechanic…), this agent reads the raw transcript dropped in the project's `transcripts/` folder, distills

  • twin-architect

    Twin architect agent for the viewer project — the design gate of the twin pipeline (the game-designer analogue). Turns "make a viewer for this model / this plant" into a small, buildable design doc in design/ — the scene layout (model root, chunk grid, camera rig), the data-binding map (tag → Global

  • twin-data-binder

    The live-data builder for the viewer project — joins model geometry to live tags and makes state visible. Owns the GlobalId join (GLB node names ↔ sidecar JSON), DataBus wiring (WebSocketPeer autoload per the twin-bind-data contract), overlay UI (Label3D / CanvasLayer state display), and the seeded

  • twin-scene-optimizer

    The scale/performance builder for the viewer project — owns the frame budget. Applies chunked MultiMesh, LOD/visibility ranges, and occlusion culling per the twin-optimize recipes, and MEASURES before/after with tools/bench_scene.gd (frames-drawn deltas, vsync off) — never claims a win without both

Hooks (8)

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/block-destructive-git.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/block-destructive-shell.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/rtk-usage-log.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/grep-usage-log.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/allow-game-edits.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/deny-orchestrator-game-edits.sh"

  • PreToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/allow-subagent-ui-control.sh"

  • PostToolUse

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/graphify-update.sh"

View source on GitHub xenodot.io

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