@beremaran/godot-agent-loop 1.0.0 → 1.0.1

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package/README.md CHANGED
@@ -1,57 +1,58 @@
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  # Godot Agent Loop
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  **Build it. Play it. Prove it.**
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- An evidence-first MCP automation loop for Godot 4.
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+ An MCP automation loop for Godot 4.
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+ [![npm version](https://img.shields.io/npm/v/%40beremaran%2Fgodot-agent-loop)](https://www.npmjs.com/package/@beremaran/godot-agent-loop)
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+ [![Godot integration tests](https://github.com/beremaran/godot-agent-loop/actions/workflows/godot-integration.yml/badge.svg)](https://github.com/beremaran/godot-agent-loop/actions/workflows/godot-integration.yml)
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+ <!-- generated-coverage-badge:start -->
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+ [![E2E tools: 167/167](https://img.shields.io/badge/E2E_tools-167%2F167-brightgreen)](docs/coverage/coverage-report.md)
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+ <!-- generated-coverage-badge:end -->
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  [![MCP Server](https://badge.mcpx.dev?type=server 'MCP Server')](https://modelcontextprotocol.io/introduction)
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  [![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org)
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- [![TypeScript](https://img.shields.io/badge/TypeScript-3178C6?style=flat&logo=typescript&logoColor=white 'TypeScript')](https://www.typescriptlang.org/)
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- [![MIT License](https://img.shields.io/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT)
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+ [![MIT License](https://img.shields.io/badge/License-MIT-blue.svg 'MIT License')](LICENSE)
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  Other integrations give agents tools. Godot Agent Loop gives them a tested
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  feedback loop to author, run, observe, playtest, and independently verify Godot
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- games.
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+ games:
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+
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+ ```text
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+ author → validate → run → observe → playtest → verify → refine
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+ ```
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+
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+ [![Watch the 65-second cold-agent demo](assets/demo/godot-agent-loop-launch-poster.png)](assets/demo/godot-agent-loop-launch.mp4)
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- [![Watch the 65-second cold-agent proof](assets/demo/godot-agent-loop-launch-poster.png)](assets/demo/godot-agent-loop-launch.mp4)
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+ <img src="assets/demo/launch-playing.png" alt="Agent-built game during play" width="32%"> <img src="assets/demo/launch-win.png" alt="Win screen" width="32%"> <img src="assets/demo/launch-lose.png" alt="Lose screen" width="32%">
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- [Watch the 65-second proof](assets/demo/godot-agent-loop-launch.mp4) ·
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+ [Watch the 65-second demo](assets/demo/godot-agent-loop-launch.mp4) ·
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  [Read the exact run evidence](docs/launch/launch-evidence.md) ·
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  [Inspect the resulting project](examples/launch-demo)
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- <!-- generated-coverage-badge:start -->
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- [![E2E tools: 167/167](https://img.shields.io/badge/E2E_tools-167%2F167-brightgreen)](docs/coverage/coverage-report.md)
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- <!-- generated-coverage-badge:end -->
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-
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- ## Start the loop
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+ ## Quickstart
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  ```bash
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- claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop@1.0.0
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+ claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop
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  ```
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  Then point the agent at a project directory—or an empty directory—and describe
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- the playable result. The server teaches and supports this loop:
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+ the playable result. The compact default surface exposes 39 tools for the loop
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+ above; the `godot_tools` meta-tool searches, describes, and dispatches the full
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+ 167-tool catalog on demand. Runtime and editor bridges are installed
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+ transiently and cleaned up automatically.
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- ```text
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- author → validate → run → observe → playtest → verify → refine
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- ```
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-
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- The compact default surface exposes 39 tools for that loop. `godot_tools`
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- searches, describes, and dispatches the specialized catalog only when needed.
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- Runtime and editor bridges are installed transiently and cleaned up
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- automatically.
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+ Using Cline, Cursor, or another MCP client? See
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+ [Configuration](#configuration).
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  ## Proof before claims
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- - **167/167 tools** exercised through the complete MCP-to-Godot path.
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- - **358 public actions** traced to resolving tests.
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- - **201 full-path MCP E2E tests** in the current Godot 4.7 release candidate.
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- - **81.56% smaller default schema surface**, with all specialized tools still
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- available through `godot_tools`.
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+ - **167/167 tools** exercised through the complete MCP-to-Godot path, with
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+ **358 public actions** traced to resolving tests; see the generated
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+ [coverage report](docs/coverage/coverage-report.md).
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+ - **201 full-path MCP E2E tests** run against real Godot builds in CI.
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  - A cold agent built and independently verified a playable win/lose game with
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- zero human corrections in 391.795 seconds using 103 MCP calls and no built-in
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- tools; see the [launch evidence](docs/launch/launch-evidence.md) and
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+ zero human corrections, in under seven minutes, using 103 MCP calls and no
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+ built-in tools; see the [launch evidence](docs/launch/launch-evidence.md) and
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  [deterministic acceptance record](docs/golden-agent-acceptance.md).
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  - Privileged reflection, code execution, and networking groups are denied by
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  default, and the editor provides a human **Pause Agent** control.
@@ -60,585 +61,52 @@ Support is deliberately bounded: Godot 4.4 is the compatibility floor and 4.7
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  the primary target; editor UI/rendering depth is verified on Linux, while
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  Windows and macOS receive the documented portable acceptance path. Full
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  debugger automation, native extension builds, and unbounded engine control are
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- not claimed.
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-
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- ## Release 1.0
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-
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- Godot Agent Loop 1.0 turns the inherited tool server into one coherent product
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- for agent-driven game development:
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-
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- - **.NET / C# support** - Scaffold C# projects and generate C# scripts (`create_project` with `dotnet: true`, `create_csharp_script`); the `.csproj` SDK version is matched to your installed Godot.
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- - **GDScript diagnostics** - Validate scripts for syntax and type errors without running the game (`validate_script`, and `validate_scripts` for all git-changed or project-wide files).
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- - **Progressive tool discovery** - A compact default build/run/observe surface
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- keeps selection tractable. Use `godot_tools` to search, describe, and call any
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- specialized tool on demand; set `GODOT_MCP_TOOL_SURFACE=full` for the complete
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- static catalog.
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- - **Correctness and robustness fixes** across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Godot **4.7** is recommended; Godot 4.4 remains the tested compatibility floor.
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-
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- ### Runtime Code Execution
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-
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- - **`game_eval`** - Execute arbitrary GDScript code in the running game with return values
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- - Full `await` support for async GDScript code
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- - Works even when the game is paused (`PROCESS_MODE_ALWAYS`)
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-
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- ### Editor state and undo/redo
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-
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- - **`editor_control`** - Inspect the edited scene and selection, open/save/reload
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- scenes, and apply reversible property or node-name edits through
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- `EditorUndoRedoManager`. `launch_editor` installs the authenticated bridge
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- for the lifetime of the MCP-owned editor session. Its **Agent Activity** dock
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- shows each command's target, live outcome, and duration from the same
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- correlated lifecycle events used by server diagnostics. Successful session
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- writes also push a FileSystem rescan and reload the affected open scene, so
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- the editor reflects agent-authored files without waiting for a focus change.
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- When an operation identifies a scene node, the bridge selects and reveals it
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- in the editor so the human view follows the agent's current target. The dock's
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- **Pause Agent** button gives the human a cooperative editing lock: subsequent
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- mutating tools are refused before dispatch while inspection remains available;
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- **Resume Agent** returns control. The lock defaults to agent-driving and does
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- not affect unattended use when no editor is open.
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-
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- ### Runtime Node Inspection & Manipulation
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- - **`game_get_property`** / **`game_set_property`** - Read/write any property on any node by path
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- - **`game_call_method`** - Call any method on any node with arguments
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- - **`game_get_node_info`** - Full node introspection: properties, signals, methods, children
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- - **`game_instantiate_scene`** - Dynamically add scenes to the running game
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- - **`game_remove_node`** - Remove nodes at runtime
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- - **`game_change_scene`** - Switch scenes at runtime
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- - **`game_reparent_node`** - Move nodes between parents
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-
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- ### Signal System
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-
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- - **`game_connect_signal`** - Wire up signal connections at runtime
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- - **`game_disconnect_signal`** - Remove signal connections
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- - **`game_emit_signal`** - Emit signals with arguments
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-
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- ### Animation & Tweening
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- - **`game_play_animation`** - Control AnimationPlayer (play, stop, pause, list)
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- - **`game_tween_property`** - Smooth property animation with configurable easing
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-
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- ### Game Control & Debugging
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- - **`game_pause`** - Pause/unpause the game
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- - **`game_performance`** - FPS, frame time, memory, object counts, draw calls,
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- bounded profiler sessions, and live orphan-node diagnostics
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- - **`game_wait`** - Wait N frames (timing-sensitive operations)
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- - **`game_get_nodes_in_group`** - Query nodes by group
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- - **`game_find_nodes_by_class`** - Find all nodes of a specific class
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-
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- ### Scene Authoring Operations (No Running Game Needed)
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-
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- - **`read_scene`** - Parse any .tscn file and get full node tree with properties as JSON
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- - **`modify_scene_node`** - Change node properties in scene files
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- - **`remove_scene_node`** - Remove nodes from scene files
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- - **`attach_script`** - Attach GDScript files to nodes in scenes
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- - **`create_resource`** - Create .tres resource files (materials, themes, etc.)
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-
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- ### Project Management
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- - **`read_project_settings`** - Parse project.godot as structured JSON
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- - **`modify_project_settings`** - Change project settings programmatically
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- - **`list_project_files`** - Paginate project files with extension/subdirectory filters
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- - **`run_project_tests`** - Discover or run native, GUT, and GdUnit4 tests with structured results
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- - **`manage_import_pipeline`** - Inspect/change import metadata, synchronously reimport, and trace imported files
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- - **`analyze_project_integrity`** - Find dependency/integrity defects and preview rename impact without mutation
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- - **`verify_export_readiness`** - Validate templates/presets, export, inspect artifacts, and smoke-run supported builds
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- - **`verify_dotnet_project`** - Detect managed prerequisites, restore/build, report diagnostics, and run C# projects
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- - **`manage_addon`** - Install and manage hash-pinned local EditorPlugins with rollback and reload validation
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- ### File I/O
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- - **`read_file`** / **`write_file`** / **`delete_file`** - Full file system access within Godot projects
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- - **`create_directory`** - Create directory structures for scripts, scenes, assets
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- ### Error & Log Capture
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- - **`game_get_errors`** - Get new push_error/push_warning messages since last call
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- - **`game_get_logs`** - Get new print output from the running game since last call
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- ### Enhanced Input
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- - **`game_key_hold`** / **`game_key_release`** - Hold keys down for movement testing (WASD etc.)
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- - **`game_scroll`** - Mouse scroll wheel events
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- - **`game_mouse_drag`** - Drag between two points over multiple frames
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- - **`game_gamepad`** - Gamepad button and axis input events
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- ### Project Creation & Configuration
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- - **`create_project`** - Create a new Godot project from scratch (pass `dotnet: true` to scaffold a .NET/C# project)
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- - **`create_csharp_script`** - Create a C# script in a Godot .NET project
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- - **`manage_autoloads`** - Add, remove, or list autoloads
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- - **`manage_input_map`** - Add, remove, or list input actions and key bindings
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- - **`manage_export_presets`** - Create or modify export preset configuration
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- ### .NET / C# Support
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- - **`create_project`** with `dotnet: true` - Scaffold a Godot .NET project (`.csproj` with `Godot.NET.Sdk` matched to your Godot version, plus the `"C#"` feature flag)
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- - **`create_csharp_script`** - Generate an idiomatic C# script (partial class, correct `_Ready`/`_Process` override signatures); the class name is kept in sync with the file name so Godot can attach it
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- - **`get_project_info`** reports an `isDotnet` field
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- ### GDScript Diagnostics
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- - **`validate_script`** - Check a single GDScript file for syntax and type errors headlessly, returning `{ valid, errors: [{ message, file, line }] }`
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- - **`validate_scripts`** - Batch-validate all git-changed `.gd` files (or the whole project), so an agent can verify its edits before running the game
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- ### Camera, Physics & Audio
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- - **`game_get_camera`** / **`game_set_camera`** - Query and control 2D/3D cameras
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- - **`game_raycast`** - Cast physics rays (auto-detects 2D vs 3D)
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- - **`game_get_audio`** - Get audio bus layout and playing streams
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- - **`game_spawn_node`** - Create any node type at runtime with properties
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- - **`game_set_shader_param`** - Set shader parameters on materials
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- - **`game_audio_play`** / **`game_audio_bus`** - Full audio playback and bus control
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- - **`game_navigate_path`** - Query navigation paths (2D/3D)
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- - **`game_tilemap`** - Get/set TileMapLayer cells
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- - **`game_add_collision`** - Add collision shapes to physics bodies
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- - **`game_environment`** - Configure post-processing (fog, glow, SSAO, tonemap, etc.)
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- - **`game_manage_group`** - Add/remove nodes from groups
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- - **`game_create_timer`** - Create timer nodes programmatically
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- - **`game_set_particles`** - Configure GPUParticles2D/3D properties and process materials
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- - **`game_create_animation`** - Create animations with value/method/bezier/audio tracks and keyframes
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- - **`export_project`** - Trigger headless project export builds (CI/CD ready)
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- - **`game_serialize_state`** - Save/load entire node tree state as JSON
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- - **`game_physics_body`** - Configure mass, velocity, damping, friction, bounce
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- - **`game_create_joint`** - Create physics joints (pin, spring, hinge, cone, slider)
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- - **`game_bone_pose`** - Get/set skeleton bone poses for character animation
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- - **`game_ui_theme`** - Apply color, constant, and font size theme overrides
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- - **`game_viewport`** - Create/configure SubViewport nodes
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- - **`game_debug_draw`** - Draw debug geometry (lines, spheres, boxes)
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- ### Networking
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- - **`game_http_request`** - HTTP GET/POST/PUT/DELETE with headers and body
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- - **`game_websocket`** - WebSocket client connect/disconnect/send messages
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- - **`game_multiplayer`** - ENet multiplayer create server/client/disconnect
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- - **`game_rpc`** - Call or configure RPC methods on nodes
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- ### System & Window Control
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- - **`game_script`** - Attach, detach, or get source of node scripts at runtime
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- - **`game_window`** - Get/set window size, fullscreen, title, position
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- - **`game_os_info`** - Get platform, locale, screen, adapter, memory info
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- - **`game_time_scale`** - Get/set Engine.time_scale and timing info
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- - **`game_process_mode`** - Set node process mode (pausable/always/disabled)
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- - **`game_world_settings`** - Get/set gravity, physics FPS, and world settings
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- ### Advanced Signals & Input
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- - **`game_list_signals`** - List all signals on a node with connections
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- - **`game_await_signal`** - Await a signal with timeout and return args
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- - **`game_touch`** - Simulate touch press/release/drag and gestures
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- - **`game_input_state`** - Query pressed keys, mouse position, connected pads
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- - **`game_input_action`** - Manage runtime InputMap actions and strength
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- ### 3D Rendering & Geometry
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- - **`game_csg`** - Create/configure CSG nodes with boolean operations
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- - **`game_multimesh`** - Create/configure MultiMeshInstance3D for instancing
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- - **`game_procedural_mesh`** - Generate meshes via ArrayMesh from vertex data
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- - **`game_light_3d`** - Create/configure 3D lights (directional/omni/spot)
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- - **`game_mesh_instance`** - Create MeshInstance3D with primitive meshes
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- - **`game_gridmap`** - GridMap set/get/clear cells and query used cells
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- - **`game_3d_effects`** - Create ReflectionProbe, Decal, or FogVolume
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- - **`game_gi`** - Create/configure VoxelGI or LightmapGI
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- - **`game_path_3d`** - Create Path3D/Curve3D and manage curve points
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- - **`game_sky`** - Create/configure Sky with procedural/physical sky
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- - **`game_camera_attributes`** - Configure DOF, exposure, auto-exposure on camera
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- - **`game_navigation_3d`** - Create/configure NavigationRegion3D and bake
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- - **`game_physics_3d`** - Area3D queries and point/shape intersection tests
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- ### 2D Systems
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- - **`game_canvas`** - Create/configure CanvasLayer and CanvasModulate
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- - **`game_canvas_draw`** - 2D drawing: line/rect/circle/polygon/text/clear
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- - **`game_light_2d`** - Create/configure 2D lights and light occluders
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- - **`game_parallax`** - Create/configure ParallaxBackground and layers
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- - **`game_shape_2d`** - Line2D/Polygon2D point manipulation
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- - **`game_path_2d`** - Path2D/Curve2D management and AnimatedSprite2D
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- - **`game_physics_2d`** - Area2D queries and 2D point/shape intersections
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- ### Advanced Animation
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- - **`game_animation_tree`** - AnimationTree state machine travel and params
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- - **`game_animation_control`** - AnimationPlayer seek/queue/speed/info control
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- - **`game_skeleton_ik`** - SkeletonIK3D start/stop/set target position
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- ### Advanced Audio
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- - **`game_audio_effect`** - Add/remove/configure audio bus effects
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- - **`game_audio_bus_layout`** - Create/remove/reorder audio buses and routing
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- - **`game_audio_spatial`** - Configure AudioStreamPlayer3D spatial properties
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- ### Editor & Project Tools
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- - **`rename_file`** - Rename or move a file within the project
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- - **`manage_resource`** - Read or modify .tres/.res resource files
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- - **`create_script`** - Create a GDScript file from a template
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- - **`validate_script`** - Check a GDScript file for syntax/type errors headlessly (no run needed)
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- - **`validate_scripts`** - Batch-check GDScript files: git-changed ones by default, or all
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- - **`manage_scene_signals`** - List/add/remove signal connections in .tscn files
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- - **`manage_layers`** - List/set named layer definitions in project
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- - **`manage_plugins`** - List/enable/disable editor plugins
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- - **`manage_shader`** - Create or read .gdshader files
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- - **`manage_theme_resource`** - Create/read/modify Theme .tres resources
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- - **`set_main_scene`** - Set the main scene in project.godot
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- - **`manage_scene_structure`** - Rename/duplicate/move nodes within .tscn scenes
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- - **`manage_translations`** - List/add/remove translation files in project
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- - **`game_locale`** - Set/get locale and translate strings at runtime
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- ### UI Controls
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- - **`game_ui_control`** - Set focus, anchors, tooltip, mouse filter on Control
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- - **`game_ui_text`** - LineEdit/TextEdit/RichTextLabel text operations
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- - **`game_ui_popup`** - Show/hide/popup for Popup/Dialog/Window nodes
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- - **`game_ui_tree`** - Tree control: get/select/collapse/add/remove items
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- - **`game_ui_item_list`** - ItemList/OptionButton: get/select/add/remove items
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- - **`game_ui_tabs`** - TabContainer/TabBar: get/set current tab
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- - **`game_ui_menu`** - PopupMenu/MenuBar: add/remove/get menu items
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- - **`game_ui_range`** - ProgressBar/Slider/SpinBox/ColorPicker get/set
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- ### Rendering & Resources
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- - **`game_render_settings`** - Get/set MSAA, FXAA, TAA, scaling mode/scale
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- - **`game_resource`** - Runtime resource load, save, or preload
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- ### Robustness Improvements
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- - **Reentrancy guard** - Prevents concurrent command processing during async operations
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- - **Full type conversion** - Supports Vector2/3, Color, Quaternion, Basis, Transform2D/3D, AABB, Rect2, and all packed array types
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- - **Smart property type detection** - Uses node's `get_property_list()` for automatic type conversion
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- - **PackedArray serialization** - Proper JSON arrays instead of string fallback
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- - **Graceful error handling** - Scene read fallback to raw .tscn text on missing dependencies
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- ## Tool inventory
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- ### Project Management (14 tools)
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- | Tool | Description |
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- | ------ | ------------- |
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- | `launch_editor` | Launch Godot editor for a project |
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- | `run_project` | Run a Godot project and capture output |
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- | `verify_project` | Run, assert bounded runtime evidence, optionally capture, and tear down |
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- | `run_project_tests` | Discover or run native, GUT, and GdUnit4 tests with structured cases and logs |
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- | `manage_import_pipeline` | Inspect/change importer settings, reimport, and query generated dependencies |
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- | `analyze_project_integrity` | Analyze resource graphs and preview non-mutating rename impact |
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- | `verify_export_readiness` | Validate export prerequisites and return artifact plus smoke-run evidence |
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- | `verify_dotnet_project` | Inspect, restore, build, and run against the matching Godot.NET.Sdk |
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- | `manage_addon` | Inspect/install/update/remove and toggle hash-pinned local EditorPlugins |
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- | `stop_project` | Stop the running project |
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- | `get_debug_output` | Get console output and errors |
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- | `get_godot_version` | Get installed Godot version |
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- | `list_projects` | Find Godot projects in a directory |
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- | `get_project_info` | Get project metadata |
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- Import changes require an editor-capable Godot binary. `reimport` runs Godot's
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- bounded `--import` workflow and returns diagnostics; it may rewrite `.import`
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- metadata and `.godot/imported` cache files. Integrity analysis is read-only,
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- skips generated/vendor directories, defaults to 10,000 resource files, and
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- labels unreferenced resources as candidates because dynamic loads cannot be
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- proven statically. Use `preview_rename` before moving a resource; it reports
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- direct textual dependents, destination conflicts, and UID sidecars but never
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- changes files.
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- Export readiness recognizes the bounded Linux, Windows, macOS, and Web template
346
- filenames for the active Godot version. Local smoke execution is intentionally
347
- limited to Linux exports on Linux; other targets are inspected but not claimed
348
- as locally runnable. Export writes the requested artifact and companion files,
349
- returns bounded process output and SHA-256 evidence, and classifies missing
350
- templates, unsupported platforms, invalid output paths, timeouts, export errors,
351
- missing artifacts, and smoke failures.
352
-
353
- The managed workflow requires both a .NET-enabled Godot editor and a 64-bit
354
- .NET SDK. It verifies that the versioned `Godot.NET.Sdk` in the unique or
355
- selected `.csproj` matches the active engine, returns bounded structured MSBuild
356
- diagnostics, and hashes the resulting assembly. Standard Godot builds return a
357
- controlled `dotnet_editor_required` result and do not attempt restore or build.
358
-
359
- Add-on installation is deliberately offline and provenance-first: `sourcePath`
360
- must be an allowed local directory and `expectedSha256` must match its authored
361
- tree before any write. Symlinks, oversized trees, malformed `plugin.cfg`,
362
- non-`@tool` scripts, incompatible minimum Godot versions, and traversal are
363
- rejected. Replacement is staged atomically, editor reload is mandatory, and a
364
- parse/load failure restores the prior version and plugin configuration.
365
-
366
- ### Scene Management (7 tools)
367
-
368
- | Tool | Description |
369
- | ------ | ------------- |
370
- | `create_scene` | Create a new scene with a root node type |
371
- | `add_node` | Add a node to an existing scene |
372
- | `load_sprite` | Load a texture into a Sprite2D node |
373
- | `export_mesh_library` | Export a scene as MeshLibrary |
374
- | `save_scene` | Save a scene (with optional variant path) |
375
- | `get_uid` | Get UID for a file (Godot 4.4+) |
376
- | `update_project_uids` | Resave resources to update UIDs |
377
-
378
- ### Scene Authoring Operations (5 tools)
379
-
380
- | Tool | Description |
381
- | ------ | ------------- |
382
- | `read_scene` | Read full scene tree as JSON |
383
- | `modify_scene_node` | Modify node properties in a scene file |
384
- | `remove_scene_node` | Remove a node from a scene file |
385
- | `attach_script` | Attach a GDScript to a scene node |
386
- | `create_resource` | Create a .tres resource file |
387
-
388
- ### Project Settings (3 tools)
389
-
390
- | Tool | Description |
391
- | ------ | ------------- |
392
- | `read_project_settings` | Parse project.godot as JSON |
393
- | `modify_project_settings` | Change a project setting |
394
- | `list_project_files` | Paginate/filter project files |
395
-
396
- ### Runtime Input (5 tools)
397
-
398
- | Tool | Description |
399
- | ------ | ------------- |
400
- | `game_screenshot` | Capture a screenshot (base64 PNG) |
401
- | `game_visual_regression` | Capture baselines or compare frames with masks, tolerances, and retained PNG diffs |
402
- | `game_click` | Click at a position |
403
- | `game_key_press` | Send key press or input action |
404
- | `game_mouse_move` | Move the mouse |
405
-
406
- ### Runtime Inspection (3 tools)
407
-
408
- | Tool | Description |
409
- | ------ | ------------- |
410
- | `game_get_ui` | Get all visible UI elements |
411
- | `game_get_scene_tree` | Get full scene tree structure |
412
- | `game_get_node_info` | Detailed node introspection |
413
-
414
- ### Runtime Code Execution (1 tool)
415
-
416
- | Tool | Description |
417
- | ------ | ------------- |
418
- | `game_eval` | Execute arbitrary GDScript with return values |
419
-
420
- ### Runtime Node Manipulation (7 tools)
421
-
422
- | Tool | Description |
423
- | ------ | ------------- |
424
- | `game_get_property` | Get any node property |
425
- | `game_set_property` | Set any node property (auto type conversion) |
426
- | `game_call_method` | Call any method on a node |
427
- | `game_instantiate_scene` | Add a PackedScene to the running tree |
428
- | `game_remove_node` | Remove a node from the tree |
429
- | `game_change_scene` | Switch to a different scene |
430
- | `game_reparent_node` | Move a node to a new parent |
431
-
432
- ### Runtime Signals (5 tools)
433
-
434
- | Tool | Description |
435
- | ------ | ------------- |
436
- | `game_connect_signal` | Connect a signal to a method |
437
- | `game_disconnect_signal` | Disconnect a signal |
438
- | `game_emit_signal` | Emit a signal with arguments |
439
- | `game_list_signals` | List all signals on a node with connections |
440
- | `game_await_signal` | Await a signal with timeout and return args |
441
-
442
- ### Runtime Animation (2 tools)
443
-
444
- | Tool | Description |
445
- | ------ | ------------- |
446
- | `game_play_animation` | Control AnimationPlayer |
447
- | `game_tween_property` | Tween a property with easing |
448
-
449
- ### Runtime Utilities (5 tools)
450
-
451
- | Tool | Description |
452
- | ------ | ------------- |
453
- | `game_pause` | Pause/unpause the game |
454
- | `game_performance` | Get FPS, memory, draw calls |
455
- | `game_wait` | Wait N frames |
456
- | `game_get_nodes_in_group` | Query nodes by group |
457
- | `game_find_nodes_by_class` | Find nodes by class type |
458
-
459
- ### File I/O (4 tools)
460
-
461
- | Tool | Description |
462
- | ------ | ------------- |
463
- | `read_file` | Read a text file from a Godot project |
464
- | `write_file` | Create or overwrite a text file |
465
- | `delete_file` | Delete a file from a project |
466
- | `create_directory` | Create a directory inside a project |
467
-
468
- ### Error & Log Capture (2 tools)
469
-
470
- | Tool | Description |
471
- | ------ | ------------- |
472
- | `game_get_errors` | Get new errors/warnings since last call |
473
- | `game_get_logs` | Get new print output since last call |
474
-
475
- ### Enhanced Input (8 tools)
476
-
477
- | Tool | Description |
478
- | ------ | ------------- |
479
- | `game_key_hold` | Hold a key down (no auto-release) |
480
- | `game_key_release` | Release a held key |
481
- | `game_scroll` | Mouse scroll wheel event |
482
- | `game_mouse_drag` | Drag between two points over N frames |
483
- | `game_gamepad` | Gamepad button or axis input |
484
- | `game_touch` | Simulate touch press/release/drag and gestures |
485
- | `game_input_state` | Query pressed keys, mouse position, connected pads |
486
- | `game_input_action` | Manage runtime InputMap actions and strength |
487
-
488
- ### Project Creation (5 tools)
489
-
490
- | Tool | Description |
491
- | ------ | ------------- |
492
- | `create_project` | Create a new Godot project (supports `dotnet: true` for C#) |
493
- | `create_csharp_script` | Create a C# script in a Godot .NET project |
494
- | `manage_autoloads` | Add, remove, or list autoloads |
495
- | `manage_input_map` | Add, remove, or list input actions |
496
- | `manage_export_presets` | Create or modify export presets |
497
-
498
- ### Advanced Runtime (24 tools)
499
-
500
- | Tool | Description |
501
- | ------ | ------------- |
502
- | `game_get_camera` | Get active camera position/rotation/zoom |
503
- | `game_set_camera` | Move or rotate the active camera |
504
- | `game_raycast` | Cast a ray and return collision results |
505
- | `game_get_audio` | Get audio bus layout and playing streams |
506
- | `game_spawn_node` | Create a new node of any type at runtime |
507
- | `game_set_shader_param` | Set a shader parameter on a node's material |
508
- | `game_audio_play` | Play, stop, or pause an AudioStreamPlayer node |
509
- | `game_audio_bus` | Set volume, mute, or solo on an audio bus |
510
- | `game_navigate_path` | Query a navigation path between two points |
511
- | `game_tilemap` | Get or set cells in a TileMapLayer node |
512
- | `game_add_collision` | Add a collision shape to a physics body node |
513
- | `game_environment` | Get or set environment and post-processing settings |
514
- | `game_manage_group` | Add or remove a node from a group, or list groups |
515
- | `game_create_timer` | Create a Timer node with configuration |
516
- | `game_set_particles` | Configure GPUParticles2D/3D node properties |
517
- | `game_create_animation` | Create an animation with tracks and keyframes |
518
- | `game_serialize_state` | Save or load node tree state as JSON |
519
- | `game_physics_body` | Configure physics body properties (mass, velocity) |
520
- | `game_create_joint` | Create a physics joint between two bodies |
521
- | `game_bone_pose` | Get or set bone poses on a Skeleton3D node |
522
- | `game_ui_theme` | Apply theme overrides to a Control node |
523
- | `game_viewport` | Create or configure a SubViewport node |
524
- | `game_debug_draw` | Draw debug lines, spheres, or boxes in 3D |
525
-
526
- ### Build & Export (1 tool)
527
-
528
- | Tool | Description |
529
- | ------ | ------------- |
530
- | `export_project` | Export a Godot project using a preset |
531
-
532
- ### Networking (4 tools)
533
-
534
- | Tool | Description |
535
- | ------ | ------------- |
536
- | `game_http_request` | HTTP GET/POST/PUT/DELETE with headers and body |
537
- | `game_websocket` | WebSocket client connect/disconnect/send messages |
538
- | `game_multiplayer` | ENet multiplayer create server/client/disconnect |
539
- | `game_rpc` | Call or configure RPC methods on nodes |
540
-
541
- ### System & Window (6 tools)
542
-
543
- | Tool | Description |
544
- | ------ | ------------- |
545
- | `game_script` | Attach, detach, or get source of node scripts |
546
- | `game_window` | Get/set window size, fullscreen, title, position |
547
- | `game_os_info` | Get platform, locale, screen, adapter, memory info |
548
- | `game_time_scale` | Get/set Engine.time_scale and timing info |
549
- | `game_process_mode` | Set node process mode (pausable/always/disabled) |
550
- | `game_world_settings` | Get/set gravity, physics FPS, and world settings |
551
-
552
- ### 3D Rendering & Geometry (13 tools)
553
-
554
- | Tool | Description |
555
- | ------ | ------------- |
556
- | `game_csg` | Create/configure CSG nodes with boolean operations |
557
- | `game_multimesh` | Create/configure MultiMeshInstance3D for instancing |
558
- | `game_procedural_mesh` | Generate meshes via ArrayMesh from vertex data |
559
- | `game_light_3d` | Create/configure 3D lights (directional/omni/spot) |
560
- | `game_mesh_instance` | Create MeshInstance3D with primitive meshes |
561
- | `game_gridmap` | GridMap set/get/clear cells and query used cells |
562
- | `game_3d_effects` | Create ReflectionProbe, Decal, or FogVolume |
563
- | `game_gi` | Create/configure VoxelGI or LightmapGI |
564
- | `game_path_3d` | Create Path3D/Curve3D and manage curve points |
565
- | `game_sky` | Create/configure Sky with procedural/physical sky |
566
- | `game_camera_attributes` | Configure DOF, exposure, auto-exposure on camera |
567
- | `game_navigation_3d` | Create/configure NavigationRegion3D and bake |
568
- | `game_physics_3d` | Area3D queries and point/shape intersection tests |
569
-
570
- ### 2D Systems (7 tools)
571
-
572
- | Tool | Description |
573
- | ------ | ------------- |
574
- | `game_canvas` | Create/configure CanvasLayer and CanvasModulate |
575
- | `game_canvas_draw` | 2D drawing: line/rect/circle/polygon/text/clear |
576
- | `game_light_2d` | Create/configure 2D lights and light occluders |
577
- | `game_parallax` | Create/configure ParallaxBackground and layers |
578
- | `game_shape_2d` | Line2D/Polygon2D point manipulation |
579
- | `game_path_2d` | Path2D/Curve2D management and AnimatedSprite2D |
580
- | `game_physics_2d` | Area2D queries and 2D point/shape intersections |
581
-
582
- ### Advanced Animation (3 tools)
583
-
584
- | Tool | Description |
585
- | ------ | ------------- |
586
- | `game_animation_tree` | AnimationTree state machine travel and params |
587
- | `game_animation_control` | AnimationPlayer seek/queue/speed/info control |
588
- | `game_skeleton_ik` | SkeletonIK3D start/stop/set target position |
589
-
590
- ### Advanced Audio (3 tools)
591
-
592
- | Tool | Description |
593
- | ------ | ------------- |
594
- | `game_audio_effect` | Add/remove/configure audio bus effects |
595
- | `game_audio_bus_layout` | Create/remove/reorder audio buses and routing |
596
- | `game_audio_spatial` | Configure AudioStreamPlayer3D spatial properties |
597
-
598
- ### Editor & Project Tools (14 tools)
599
-
600
- | Tool | Description |
601
- | ------ | ------------- |
602
- | `rename_file` | Rename or move a file within the project |
603
- | `manage_resource` | Read or modify .tres/.res resource files |
604
- | `create_script` | Create a GDScript file from a template |
605
- | `validate_script` | Check a GDScript file for syntax/type errors (headless) |
606
- | `validate_scripts` | Batch-check GDScript files (git-changed by default, or all) |
607
- | `manage_scene_signals` | List/add/remove signal connections in .tscn files |
608
- | `manage_layers` | List/set named layer definitions in project |
609
- | `manage_plugins` | List/enable/disable editor plugins |
610
- | `manage_shader` | Create or read .gdshader files |
611
- | `manage_theme_resource` | Create/read/modify Theme .tres resources |
612
- | `set_main_scene` | Set the main scene in project.godot |
613
- | `manage_scene_structure` | Rename/duplicate/move nodes within .tscn scenes |
614
- | `manage_translations` | List/add/remove translation files in project |
615
- | `game_locale` | Set/get locale and translate strings at runtime |
616
-
617
- ### UI Controls (8 tools)
618
-
619
- | Tool | Description |
620
- | ------ | ------------- |
621
- | `game_ui_control` | Set focus, anchors, tooltip, mouse filter on Control |
622
- | `game_ui_text` | LineEdit/TextEdit/RichTextLabel text operations |
623
- | `game_ui_popup` | Show/hide/popup for Popup/Dialog/Window nodes |
624
- | `game_ui_tree` | Tree control: get/select/collapse/add/remove items |
625
- | `game_ui_item_list` | ItemList/OptionButton: get/select/add/remove items |
626
- | `game_ui_tabs` | TabContainer/TabBar: get/set current tab |
627
- | `game_ui_menu` | PopupMenu/MenuBar: add/remove/get menu items |
628
- | `game_ui_range` | ProgressBar/Slider/SpinBox/ColorPicker get/set |
629
-
630
- ### Rendering & Resources (2 tools)
631
-
632
- | Tool | Description |
633
- | ------ | ------------- |
634
- | `game_render_settings` | Get/set MSAA, FXAA, TAA, scaling mode/scale |
635
- | `game_resource` | Runtime resource load, save, or preload |
64
+ not claimed. Details in the
65
+ [verified support boundary](#verified-support-boundary).
66
+
67
+ ## Highlights
68
+
69
+ - **Author without running** — create and edit scenes, nodes, scripts,
70
+ resources, shaders, and project settings directly in project files.
71
+ - **Run and observe** launch the game, capture logs and errors
72
+ incrementally, take screenshots, and run visual-regression comparisons with
73
+ baselines, masks, and retained diffs.
74
+ - **Playtest like a player** mouse, keyboard, key-hold, drag, scroll, touch,
75
+ and gamepad input against the running game.
76
+ - **Verify independently** — headless GDScript validation (`validate_script`,
77
+ `validate_scripts`), test runners for native/GUT/GdUnit4
78
+ (`run_project_tests`), bounded runtime evidence (`verify_project`), export
79
+ checks (`verify_export_readiness`), and static integrity analysis
80
+ (`analyze_project_integrity`).
81
+ - **Reach into the runtime** inspect and manipulate any node, signal,
82
+ animation, physics body, or UI control through 100+ runtime tools;
83
+ `game_eval` executes GDScript with `await` support (privileged, opt-in).
84
+ - **Drive the editor** — `editor_control` applies reversible edits through
85
+ `EditorUndoRedoManager`, with a live Agent Activity dock and a human
86
+ **Pause Agent** lock.
87
+ - **.NET / C# support** scaffold C# projects with a `Godot.NET.Sdk` matched
88
+ to your installed Godot, generate idiomatic scripts, and restore/build/run
89
+ via `verify_dotnet_project`.
90
+ - **Bounded by design** deterministic pagination and size caps on large
91
+ responses, structured correlated diagnostics, and least-privilege security
92
+ defaults.
93
+
94
+ ## Tool catalog
95
+
96
+ The full inventory of 167 tools runtime interaction, scene authoring,
97
+ project management, verification, 2D/3D rendering, audio, UI, networking, and
98
+ more lives in [docs/tools.md](docs/tools.md). Per-tool verification status
99
+ and test references are in the generated
100
+ [coverage report](docs/coverage/coverage-report.md).
636
101
 
637
102
  ## Requirements
638
103
 
639
- - [Godot Engine](https://godotengine.org/download) 4.4 or later; the latest stable release, currently Godot **4.7**, is recommended
640
- - (Optional) [.NET SDK](https://dotnet.microsoft.com/download) 8.0+ and the Godot .NET (C#) build, only if you use `create_project`'s `dotnet: true` flag or `create_csharp_script`
641
- - [Node.js](https://nodejs.org/) >= 18.0.0
104
+ - [Godot Engine](https://godotengine.org/download) 4.4 or later; the latest
105
+ stable release, currently Godot **4.7**, is recommended
106
+ - (Optional) [.NET SDK](https://dotnet.microsoft.com/download) 8.0+ and the
107
+ Godot .NET (C#) build, only if you use `create_project`'s `dotnet: true`
108
+ flag or `create_csharp_script`
109
+ - [Node.js](https://nodejs.org/) >= 22.0.0 (active LTS)
642
110
  - An AI assistant that supports MCP (Claude Code, Cline, Cursor, etc.)
643
111
 
644
112
  ### Godot compatibility policy
@@ -668,17 +136,11 @@ branch would receive critical fixes rather than new features.
668
136
  | Profiler, leak, asset, localization, and accessibility audits | Verified in MCP E2E | `game_performance` and `analyze_project_integrity` return bounded live/static evidence; native extension builds remain unsupported |
669
137
  | GDExtension builds | Not claimed | `analyze_project_integrity` inspects declarations and libraries without invoking arbitrary native toolchains |
670
138
 
671
- ## Installation
672
-
673
- ```bash
674
- git clone https://github.com/beremaran/godot-agent-loop.git
675
- cd godot-agent-loop
676
- npm install
677
- npm run build
678
- ```
679
-
680
139
  ## Configuration
681
140
 
141
+ The [quickstart](#quickstart) `npx` command is all most setups need. The
142
+ sections below cover other clients and a source checkout.
143
+
682
144
  ### Portable agent bundle
683
145
 
684
146
  The repository ships one neutral bundle that starts the matching npm MCP server
@@ -694,7 +156,10 @@ For a local checkout, use `claude --plugin-dir ./agent-plugin`. See the
694
156
  [portable agent bundle guide](docs/agent-plugin.md) for verified Claude Code,
695
157
  Codex, OpenCode, and Pi install paths.
696
158
 
697
- ### Claude Code
159
+ ### MCP client configuration
160
+
161
+ <details>
162
+ <summary>Claude Code (manual settings)</summary>
698
163
 
699
164
  Add to your Claude Code MCP settings:
700
165
 
@@ -702,8 +167,8 @@ Add to your Claude Code MCP settings:
702
167
  {
703
168
  "mcpServers": {
704
169
  "godot": {
705
- "command": "node",
706
- "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
170
+ "command": "npx",
171
+ "args": ["-y", "@beremaran/godot-agent-loop"],
707
172
  "env": {
708
173
  "GODOT_PATH": "/path/to/godot",
709
174
  "DEBUG": "true"
@@ -713,7 +178,10 @@ Add to your Claude Code MCP settings:
713
178
  }
714
179
  ```
715
180
 
716
- ### Cline (VS Code)
181
+ </details>
182
+
183
+ <details>
184
+ <summary>Cline (VS Code)</summary>
717
185
 
718
186
  Add to your Cline MCP settings (`cline_mcp_settings.json`):
719
187
 
@@ -721,15 +189,18 @@ Add to your Cline MCP settings (`cline_mcp_settings.json`):
721
189
  {
722
190
  "mcpServers": {
723
191
  "godot": {
724
- "command": "node",
725
- "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
192
+ "command": "npx",
193
+ "args": ["-y", "@beremaran/godot-agent-loop"],
726
194
  "disabled": false
727
195
  }
728
196
  }
729
197
  }
730
198
  ```
731
199
 
732
- ### Cursor
200
+ </details>
201
+
202
+ <details>
203
+ <summary>Cursor</summary>
733
204
 
734
205
  Create `.cursor/mcp.json` in your project:
735
206
 
@@ -737,13 +208,34 @@ Create `.cursor/mcp.json` in your project:
737
208
  {
738
209
  "mcpServers": {
739
210
  "godot": {
740
- "command": "node",
741
- "args": ["/absolute/path/to/godot-agent-loop/build/index.js"]
211
+ "command": "npx",
212
+ "args": ["-y", "@beremaran/godot-agent-loop"]
742
213
  }
743
214
  }
744
215
  }
745
216
  ```
746
217
 
218
+ </details>
219
+
220
+ For a source checkout, use `node` as the executable and pass the built server
221
+ path as a separate argument:
222
+
223
+ ```json
224
+ {
225
+ "command": "node",
226
+ "args": ["/absolute/path/to/godot-agent-loop/build/index.js"]
227
+ }
228
+ ```
229
+
230
+ ### Installation from source
231
+
232
+ ```bash
233
+ git clone https://github.com/beremaran/godot-agent-loop.git
234
+ cd godot-agent-loop
235
+ npm install
236
+ npm run build
237
+ ```
238
+
747
239
  ## Runtime Tools Setup
748
240
 
749
241
  No setup is required when the game is started through `run_project`: the server
@@ -791,7 +283,7 @@ the event name, runtime component, numeric session ID, and timestamp.
791
283
  | `GODOT_MCP_ALLOWED_DIRS` | Optional. Restrict `run_project` to projects under these roots (`;`, `,`, or `:` separated). When unset, any project path is allowed. |
792
284
  | `GODOT_MCP_RUNTIME_SECRET` | Optional explicit shared runtime secret. The MCP server generates a fresh 256-bit value when omitted and passes it only to Godot processes it launches. Set the same value manually only when connecting to a separately launched runtime. |
793
285
  | `GODOT_MCP_EDITOR_START_PAUSED` | Optional, default `false`. Start the editor addon's cooperative lock in human-editing mode so mutating MCP tools are refused until **Resume Agent** is pressed. |
794
- | `GODOT_MCP_TOOL_SURFACE` | Optional, default `core`. Set to `full` to advertise the complete static tool catalog instead of the compact core plus `godot_tools` discovery/dispatch. |
286
+ | `GODOT_MCP_TOOL_SURFACE` | Optional, default `core`. Set to `full` to advertise the complete static tool catalog instead of the compact 39-tool core, which includes `godot_tools` discovery/dispatch. |
795
287
  | `GODOT_MCP_PRIVILEGED_GROUPS` | Optional comma-separated least-privilege grants: `reflection`, `code-execution`, and/or `network`. All are denied by default. |
796
288
  | `GODOT_MCP_ALLOW_PRIVILEGED_COMMANDS` | Optional, default `false`. Explicitly enable runtime `eval`, arbitrary property/method access, script control, RPC, HTTP, and WebSocket commands for a trusted localhost developer workflow. |
797
289
 
@@ -841,11 +333,13 @@ The server uses three bounded execution paths:
841
333
 
842
334
  | Path | Description |
843
335
  | ------ | ------------- |
844
- | `src/index.ts` | MCP server, tool definitions, and all handlers |
845
- | `src/utils.ts` | Pure utility functions (parameter mapping, validation, error helpers) |
336
+ | `src/index.ts` | MCP server entry point |
337
+ | `src/tool-definitions.ts` | Tool names and JSON schemas |
338
+ | `src/tool-manifest.ts` | Per-tool domain, backend, and action declarations |
339
+ | `src/tool-handlers/` | Lifecycle, project, and game handler implementations |
846
340
  | `src/scripts/godot_operations.gd` | Persistent and one-shot GDScript operations runner |
847
341
  | `src/scripts/mcp_interaction_server.gd` | TCP interaction server autoload |
848
- | `tests/` | Vitest test suite |
342
+ | `tests/` | Vitest unit, E2E, and Godot suites |
849
343
 
850
344
  ## Testing
851
345
 
@@ -866,44 +360,35 @@ npm run test:watch # watch mode
866
360
  ```text
867
361
  "Run my Godot project and check for errors"
868
362
 
869
- "Eval this in my running game: return get_tree().current_scene.name"
870
-
871
- "Get the player's position in the running game"
872
-
873
- "Set the player's health to 100"
363
+ "Create a new Godot project called 'MyGame' and write a player script"
874
364
 
875
365
  "Read the test_level.tscn scene and show me the node tree"
876
366
 
877
- "Change the player's speed property in the player.tscn scene file"
878
-
879
- "List all .gd files in my project"
367
+ "Check all my changed GDScript files for syntax errors before I run the game"
880
368
 
881
- "Connect the enemy's 'died' signal to the game manager's 'on_enemy_died' method"
369
+ "Hold down the W key for 2 seconds to test walking"
882
370
 
883
- "Tween the camera's position to (0, 10, -5) over 2 seconds with ease-out"
371
+ "Pause the game and take a screenshot"
884
372
 
885
373
  "Get performance metrics - what's my FPS and draw call count?"
886
374
 
887
- "Pause the game and take a screenshot"
888
-
889
- "Find all CharacterBody3D nodes in the scene"
375
+ "Set the player's health to 100"
890
376
 
891
- "Create a new Godot project called 'MyGame' and write a player script"
377
+ "Connect the enemy's 'died' signal to the game manager's 'on_enemy_died' method"
892
378
 
893
379
  "Create a new C# (.NET) Godot project and add a CharacterBody2D script"
380
+ ```
894
381
 
895
- "Validate player.gd for errors"
896
-
897
- "Check all my changed GDScript files for syntax errors before I run the game"
898
-
899
- "Hold down the W key for 2 seconds to test walking"
900
-
901
- "Cast a ray from the player downward to check for ground"
902
-
903
- "Get the camera position and move it to look at the player"
382
+ ## Community
904
383
 
905
- "Show me the latest error messages from the running game"
906
- ```
384
+ - [Contributing guide](CONTRIBUTING.md) development workflow, checks, and
385
+ PR expectations
386
+ - [Security policy](SECURITY.md) — how to report vulnerabilities
387
+ - [Code of conduct](CODE_OF_CONDUCT.md)
388
+ - [Changelog](CHANGELOG.md) and
389
+ [release notes](docs/releases)
390
+ - [Issues](https://github.com/beremaran/godot-agent-loop/issues) — bug reports
391
+ and feature requests
907
392
 
908
393
  ## License
909
394
 
@@ -3,6 +3,6 @@
3
3
  name="Godot Agent Loop Bridge"
4
4
  description="Authenticated agent activity, pause control, compatibility diagnostics, and setup help for Godot Agent Loop."
5
5
  author="Berke Arslan"
6
- version="1.0.0"
6
+ version="1.0.1"
7
7
  script="plugin.gd"
8
8
  protocol_version="1"
@@ -24,7 +24,7 @@ var _activity_entries: Array[Dictionary] = []
24
24
  var _last_filesystem_sync: Dictionary = {}
25
25
  const MAX_ACTIVITY_ENTRIES: int = 200
26
26
  const PROTOCOL_VERSION: String = "1"
27
- const ADDON_VERSION: String = "1.0.0"
27
+ const ADDON_VERSION: String = "1.0.1"
28
28
 
29
29
  func _enter_tree() -> void:
30
30
  set_process(true)
@@ -2,8 +2,8 @@
2
2
  "$schema": "https://json.schemastore.org/claude-code-plugin-manifest.json",
3
3
  "name": "godot-agent-loop",
4
4
  "displayName": "Godot Agent Loop",
5
- "version": "1.0.0",
6
- "description": "Build, playtest, and prove Godot games with an evidence-first MCP automation loop.",
5
+ "version": "1.0.1",
6
+ "description": "Build, playtest, and prove Godot games with an MCP automation loop.",
7
7
  "author": {
8
8
  "name": "Berke Arslan"
9
9
  },
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "godot-agent-loop",
3
- "version": "1.0.0",
4
- "description": "Build, playtest, and prove Godot games with an evidence-first MCP automation loop.",
3
+ "version": "1.0.1",
4
+ "description": "Build, playtest, and prove Godot games with an MCP automation loop.",
5
5
  "author": {
6
6
  "name": "Berke Arslan",
7
7
  "url": "https://github.com/beremaran"
@@ -19,7 +19,7 @@
19
19
  "interface": {
20
20
  "displayName": "Godot Agent Loop",
21
21
  "shortDescription": "Build, playtest, and prove Godot games",
22
- "longDescription": "Build, playtest, and prove Godot games with an evidence-first MCP automation loop.",
22
+ "longDescription": "Build, playtest, and prove Godot games with an MCP automation loop.",
23
23
  "developerName": "Berke Arslan",
24
24
  "category": "Developer Tools",
25
25
  "capabilities": [
@@ -4,7 +4,7 @@
4
4
  "command": "npx",
5
5
  "args": [
6
6
  "-y",
7
- "@beremaran/godot-agent-loop@1.0.0"
7
+ "@beremaran/godot-agent-loop@1.0.1"
8
8
  ],
9
9
  "env": {
10
10
  "GODOT_MCP_TOOL_SURFACE": "compact"
@@ -2,11 +2,11 @@
2
2
  "$schema": "../docs/agent-adapter.schema.json",
3
3
  "name": "godot-agent-loop",
4
4
  "displayName": "Godot Agent Loop",
5
- "version": "1.0.0",
6
- "description": "Build, playtest, and prove Godot games with an evidence-first MCP automation loop.",
5
+ "version": "1.0.1",
6
+ "description": "Build, playtest, and prove Godot games with an MCP automation loop.",
7
7
  "package": "@beremaran/godot-agent-loop",
8
8
  "mcp": {
9
- "command": ["npx", "-y", "@beremaran/godot-agent-loop@1.0.0"],
9
+ "command": ["npx", "-y", "@beremaran/godot-agent-loop@1.0.1"],
10
10
  "environment": {
11
11
  "GODOT_MCP_TOOL_SURFACE": "compact"
12
12
  },
@@ -98,7 +98,7 @@ export default function godotAgentLoopPi(pi: ExtensionAPI) {
98
98
  try {
99
99
  const launch = resolvePiServerLaunch();
100
100
  const next = new Client(
101
- { name: 'godot-agent-loop-pi', version: '1.0.0' },
101
+ { name: 'godot-agent-loop-pi', version: '1.0.1' },
102
102
  {
103
103
  capabilities: {},
104
104
  listChanged: {
@@ -154,7 +154,7 @@ export class EditorPluginInstaller {
154
154
  'name="Godot Agent Loop Transient Bridge"',
155
155
  'description="Session-owned authenticated editor bridge"',
156
156
  'author="Godot Agent Loop"',
157
- 'version="1.0.0"',
157
+ 'version="1.0.1"',
158
158
  'script="plugin.gd"',
159
159
  `protocol_version="${EDITOR_BRIDGE_PROTOCOL_VERSION}"`,
160
160
  '',
@@ -7,7 +7,7 @@ const RUNTIME_DIR_NAME = 'mcp_runtime';
7
7
  /**
8
8
  * The engine merges override.cfg over project.godot at startup, so the autoload
9
9
  * is declared in a file MCP creates and deletes and never in a file the user
10
- * tracks. Proven against Godot 4.7 in the Phase 6a spike (see TODO.md).
10
+ * tracks. Verified against Godot 4.7.
11
11
  */
12
12
  const OVERRIDE_FILE_NAME = 'override.cfg';
13
13
  const BLOCK_BEGIN = '; godot-agent-loop: begin interaction server (generated; removed automatically)';
@@ -24,7 +24,7 @@ var _activity_entries: Array[Dictionary] = []
24
24
  var _last_filesystem_sync: Dictionary = {}
25
25
  const MAX_ACTIVITY_ENTRIES: int = 200
26
26
  const PROTOCOL_VERSION: String = "1"
27
- const ADDON_VERSION: String = "1.0.0"
27
+ const ADDON_VERSION: String = "1.0.1"
28
28
 
29
29
  func _enter_tree() -> void:
30
30
  set_process(true)
@@ -187,14 +187,17 @@ export class ScriptValidationService {
187
187
  return createErrorResponse('Invalid path.');
188
188
  if (!/\.gd$/i.test(args.scriptPath))
189
189
  return createErrorResponse('validate_script only checks GDScript (.gd) files.');
190
- const scriptPath = projectRelativePath(this.context, args.projectPath, args.scriptPath);
190
+ const projectPath = this.context.pathSecurity.canonicalProjectPath(args.projectPath);
191
+ if (!projectPath)
192
+ return createErrorResponse('Invalid path.');
193
+ const scriptPath = projectRelativePath(this.context, projectPath, args.scriptPath);
191
194
  if (!existsSync(scriptPath))
192
195
  return createErrorResponse(`Script does not exist: ${args.scriptPath}`);
193
196
  if (!this.context.executable.path)
194
197
  await this.context.executable.detect();
195
198
  if (!this.context.executable.path)
196
199
  return createErrorResponse('Could not find a valid Godot executable path');
197
- const check = await this.context.projectSupport.runGdScriptCheck(args.projectPath, scriptPath);
200
+ const check = await this.context.projectSupport.runGdScriptCheck(projectPath, scriptPath);
198
201
  if (!check.completed)
199
202
  return createErrorResponse(`validate_script could not check the script; ${check.error}`);
200
203
  return { content: [{ type: 'text', text: JSON.stringify({ valid: check.errors.length === 0, scriptPath: args.scriptPath, errorCount: check.errors.length, errors: check.errors }, null, 2) }] };
@@ -631,9 +631,12 @@ export class ProjectToolHandlers {
631
631
  return createErrorResponse(`Directory does not exist: ${args.projectPath}`);
632
632
  }
633
633
  try {
634
+ const projectRoot = this.context.pathSecurity.canonicalProjectPath(args.projectPath);
635
+ if (!projectRoot)
636
+ return createErrorResponse('Invalid path.');
634
637
  const baseDir = args.subdirectory
635
- ? this.projectRelativePath(args.projectPath, args.subdirectory)
636
- : args.projectPath;
638
+ ? this.projectRelativePath(projectRoot, args.subdirectory)
639
+ : projectRoot;
637
640
  if (!existsSync(baseDir)) {
638
641
  return createErrorResponse(`Subdirectory does not exist: ${args.subdirectory}`);
639
642
  }
@@ -662,7 +665,7 @@ export class ProjectToolHandlers {
662
665
  }
663
666
  }
664
667
  };
665
- scanDir(baseDir, args.projectPath);
668
+ scanDir(baseDir, projectRoot);
666
669
  files.sort((left, right) => left.localeCompare(right, 'en'));
667
670
  const cursor = args.cursor ?? 0;
668
671
  const limit = args.limit ?? 1000;
package/build/utils.js CHANGED
@@ -68,9 +68,11 @@ export function validatePath(path) {
68
68
  }
69
69
  /** Centralized filesystem policy for project and project-relative paths. */
70
70
  export class PathSecurity {
71
+ realpathResolver;
71
72
  allowedRoots;
72
73
  supportsRealpath = Object.keys(fs).includes('realpathSync');
73
- constructor(allowedRoots) {
74
+ constructor(allowedRoots, realpathResolver) {
75
+ this.realpathResolver = realpathResolver;
74
76
  const configured = allowedRoots ?? (process.env.GODOT_MCP_ALLOWED_DIRS || '')
75
77
  .split(process.platform === 'win32' ? /[;,]/ : /[:,]/)
76
78
  .map(value => value.trim())
@@ -104,6 +106,13 @@ export class PathSecurity {
104
106
  ? candidate
105
107
  : null;
106
108
  }
109
+ /** Return the allowed project's real path for relative-path calculations. */
110
+ canonicalProjectPath(projectPath) {
111
+ if (!validatePath(projectPath) || !fs.existsSync(projectPath))
112
+ return null;
113
+ const canonical = this.realpathWithFallback(projectPath);
114
+ return this.isWithinAllowedRoots(canonical) ? canonical : null;
115
+ }
107
116
  isRelativePathAllowed(projectPath, relativePath) {
108
117
  return this.resolveProjectPath(projectPath, relativePath) !== null;
109
118
  }
@@ -117,6 +126,8 @@ export class PathSecurity {
117
126
  realpathWithFallback(target) {
118
127
  const absolute = resolve(target);
119
128
  if (fs.existsSync(absolute)) {
129
+ if (this.realpathResolver)
130
+ return this.realpathResolver(absolute);
120
131
  const mockedRealpath = (Object.keys(fs).includes('realpathSync'))
121
132
  ? fs.realpathSync
122
133
  : undefined;
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@beremaran/godot-agent-loop",
3
- "version": "1.0.0",
4
- "description": "Evidence-first MCP automation loop with 167 tested tools for Godot 4",
3
+ "version": "1.0.1",
4
+ "description": "MCP automation loop with 167 tested tools for Godot 4",
5
5
  "keywords": [
6
6
  "godot",
7
7
  "mcp",
@@ -12,7 +12,6 @@
12
12
  "gdscript",
13
13
  "runtime",
14
14
  "agent-workflows",
15
- "evidence-first",
16
15
  "model-context-protocol",
17
16
  "pi-package"
18
17
  ],
@@ -97,7 +96,7 @@
97
96
  "yazl": "^3.3.1"
98
97
  },
99
98
  "engines": {
100
- "node": ">=18.0.0"
99
+ "node": ">=22.0.0"
101
100
  },
102
101
  "pi": {
103
102
  "extensions": [
package/product.json CHANGED
@@ -3,9 +3,9 @@
3
3
  "schemaVersion": 1,
4
4
  "name": "Godot Agent Loop",
5
5
  "tagline": "Build it. Play it. Prove it.",
6
- "category": "An evidence-first MCP automation loop for Godot 4",
7
- "description": "Evidence-first MCP automation loop with 167 tested tools for Godot 4",
8
- "version": "1.0.0",
6
+ "category": "An MCP automation loop for Godot 4",
7
+ "description": "MCP automation loop with 167 tested tools for Godot 4",
8
+ "version": "1.0.1",
9
9
  "repository": {
10
10
  "owner": "beremaran",
11
11
  "name": "godot-agent-loop",
@@ -34,7 +34,7 @@
34
34
  "primaryGodotVersion": "4.7",
35
35
  "protocolVersion": "1",
36
36
  "license": "MIT",
37
- "description": "Authenticated editor companion with live agent activity, compatibility status, setup help, and human Pause/Resume control.",
37
+ "description": "Godot Agent Loop Bridge is an authenticated editor companion that shows live agent activity and compatibility status, provides setup help, and gives you a human Pause/Resume control.",
38
38
  "icon": "assets/previews/assetlib-icon.png",
39
39
  "previews": [
40
40
  "assets/previews/assetlib-editor-overview.png",