Format and lint GDScript files using gdscript-formatter. Use after editing GDScript files to ensure code style consistency.
Write gdUnit4 test code with type-specific assertions, signal testing, and scene runner support. Use when creating or updating tests for GDScript files.
Regenerate Godot caches (class_name registry and .uid files). Use after creating or renaming GDScript files with class_name.
Re-save Godot text resources (.tscn/.tres) through the editor pipeline to inject UIDs and validate that they load. Use after creating or editing .tscn/.tres files by hand.
Run gdUnit4 tests for Godot projects and report results (read-only). Use to verify test status after code changes. USE PROACTIVELY to check test results.
Launch the Godot editor GUI in the background so its stdout (print / push_warning / push_error) is directly readable. Use when the user explicitly asks to open the Godot editor, or when a change needs hands-on verification in the running editor/game.
Validate GDScript changes by refreshing Godot cache and checking diagnostics. Use after creating or editing GDScript files.
Move, rename, or delete GDScript files with their .uid files for Godot projects. Use when reorganizing code, renaming scripts, or removing unused GDScript files.