Use when you have a candidate security finding and before it goes in a comment - restate it as a crossed boundary, prove reachability, impact and a concrete exploit, apply triage dismissals, route out-of-repository facts to needs-validation, keep the effect no stronger than the trace, then the self-refute and verifier passes
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when the diff changes a GitHub Actions workflow, a reusable action, a CI cache or artifact handoff, a Dockerfile or compose file, Terraform/HCL, Kubernetes manifests or Helm values, an environment overlay, a workload identity binding or a cloud OIDC trust policy - judged only where concretely exploitable
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when working in a Unity project that uses Entities (DOTS) or when a task needs thousands of simulated objects - when ECS is worth it, components/bakers/ISystem with IJobEntity and Burst, entity command buffers for structural changes, native memory rules, and testing systems in a test World.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing or restructuring Unity C# code - assembly definitions and dependency direction, small components with cached references, ScriptableObjects for data and events, DI instead of singletons, Input System, Addressables, serialization safety and Unity 6 API changes.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing anything that moves, animates, counts down or simulates - per-frame vs fixed-step callbacks per engine, the accumulator loop with interpolation, delta-scaled smoothing, pause and time scale, and determinism.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when a game task could run on more than one engine or the repository has no engine yet - read the repo's engine and pinned version, and only for a brand-new game pick one from platforms, 2D/3D, team language, scale and licensing.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when adding or changing tuning values, items, enemies, abilities or levels - put them in the engine's data assets (ScriptableObject, Resource, DataAsset/DataTable, JSON/RON) with validation and stable IDs, keep runtime state out of shared data, inject services instead of singletons, and test data invariants.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when touching multiplayer code - authoritative server, client prediction and reconciliation, interpolation, lockstep and rollback, server-side validation of every RPC per engine (Netcode, Unreal replication, Godot multiplayer, Colyseus, Bevy crates), bandwidth and versioned messages.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when starting any game task, before writing tests - find out which editors and runners exist on this machine, keep gameplay rules in engine-independent classes with an injected clock and seeded RNG, and report exactly what could not run.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when building a 3D web game with three.js, Babylon.js or PlayCanvas - render loop and delta per library, fixed-step physics with Rapier or Havok, explicit dispose of GPU resources, instancing and draw-call budgets, glTF with Draco/meshopt/KTX2, pixel ratio and resize, WebGPU opt-in, React Three Fiber notes, and headless testing.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing or running Unreal Engine tests - which test type fits (simple/complex automation tests, Automation Specs, functional tests, CQTest, Low-Level Tests, Gauntlet), naming and filters, latent tests, and the headless UnrealEditor-Cmd run with report export, exit handling and screenshot captures.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing Godot 4 GDScript - static typing everywhere, scene composition with component nodes, call down/signal up, @onready caching, Resources as data duplicated per instance, autoloads only for services, state machines, pooling, physics in _physics_process, and threaded loading.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when you are about to hand off a change a player can see - the exact steps to look at it running (web game in the browser at two viewports plus a seeded Playwright smoke run for input and console errors; engine games through a headless frame capture), the checklist, and how to report what could not be observed.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when a Godot project uses or considers C# (.NET) or native code - when C# is the right call and its export limits (no web export), C# node patterns with generated SignalName/StringName caching, plain C# rule libraries tested with dotnet test, and GDExtension (godot-cpp, godot-rust) pinning and build hygiene.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when the repository is Defold, MonoGame, pygame/pygame-ce, Excalibur or KAPLAY (or melonJS, Stride, Python arcade, macroquad/ggez) - each engine's lifecycle and delta, where logic goes, the test runner, the headless build/run command, and how to capture a frame.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when adding or changing save games, settings or progression storage - a versioned save format with a tested migration chain, atomic writes with backup and checksum, per-engine storage locations, safe serializers, and the round-trip/migration/corruption tests.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when adding, importing, moving or loading textures, models, audio or scenes - per-platform compression, atlases, LODs, async loading per engine, engine metadata files (.meta, .import, .uid, .uasset), Git LFS, and asset validation tests.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when an editor MCP server (unity, godot, unreal, blender) or the browser MCP shows up in your tool list - what each one can observe or change, how to check it is attached to YOUR task workspace, why the repo's tests still decide, the Blender code-execution caution, and the headless fallback when none is connected.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026
Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026