breakpoint-mcp 1.2.0 → 1.2.1

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package/README.md CHANGED
@@ -15,10 +15,28 @@ architecture.
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  ## Install
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+ The fastest path — from your Godot project folder, one command installs and enables the
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+ editor addon (bundled in this package) and prints your MCP-client config:
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+
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+ ```bash
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+ npx breakpoint-mcp init
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+ ```
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+
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+ Then open the project in Godot and verify the setup:
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+
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+ ```bash
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+ npx breakpoint-mcp doctor
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+ ```
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+
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+ `init` copies the addon into `addons/breakpoint_mcp/`, enables it in `project.godot`, and
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+ prints — or, with `--client claude-code|claude-desktop|cursor|windsurf|vscode`, writes —
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+ the client config. `doctor` checks the Godot binary, the addon, and the four bridges
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+ (add `--require-live` once the editor is open; `--json` for a machine-readable report).
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+
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+ To install the `breakpoint-mcp` command globally instead of invoking it via `npx`:
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+
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  ```bash
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- npx breakpoint-mcp # run on demand
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- # or
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- npm i -g breakpoint-mcp # install the `breakpoint-mcp` command
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+ npm i -g breakpoint-mcp
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  ```
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  Requires **Node ≥ 18**. The host targets the `@modelcontextprotocol/sdk` `1.x` line
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  ## The addon (required for the editor / runtime planes)
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- Install the `breakpoint_mcp` editor addon into your Godot project (drop
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- `addons/breakpoint_mcp/` in and enable it under Project Settings Plugins). It opens the
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- loopback servers this host connects to and auto-registers the in-game runtime bridge.
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- Without it, only the headless-CLI (`godot_*`) plane works.
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+ `breakpoint-mcp init` installs and enables this for you — the editor addon ships **inside
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+ this package**, so you don't need the repository to get it. To do it by hand instead, copy
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+ `addons/breakpoint_mcp/` into your project and enable it under Project Settings Plugins.
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+ Either way it opens the loopback servers this host connects to and auto-registers the
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+ in-game runtime bridge; without it, only the headless-CLI (`godot_*`) plane works.
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  ## Local-first
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@@ -3,5 +3,5 @@
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  name="Breakpoint MCP"
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  description="Exposes the live Godot editor and the running game to an MCP host so an AI assistant can drive them: scene/node/resource CRUD with full undo/redo, project settings, ClassDB, editor + in-game screenshots, and an in-game runtime bridge (live SceneTree, property get/set, method calls, signals, input injection, Performance monitors). Pairs with the breakpoint-mcp MCP host."
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  author="James Livingston"
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- version="1.2.0"
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+ version="1.2.1"
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  script="plugin.gd"
package/dist/index.js CHANGED
@@ -43,7 +43,7 @@ async function main() {
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  // so long jobs (export/import/headless script) support poll/await/cancel.
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  // D3: also advertise resources.subscribe so clients can subscribe to
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  // godot://… resources and receive notifications/resources/updated.
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- const server = new McpServer({ name: "breakpoint-mcp", version: "1.2.0" }, { capabilities: { ...TASK_CAPABILITIES, ...RESOURCE_CAPABILITIES }, taskStore });
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+ const server = new McpServer({ name: "breakpoint-mcp", version: "1.2.1" }, { capabilities: { ...TASK_CAPABILITIES, ...RESOURCE_CAPABILITIES }, taskStore });
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  // B1: enforce frozen output schemas on every structured tool. Must run before
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  // the register*Tools calls below — it wraps server.registerTool.
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  applyOutputSchemas(server);
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "breakpoint-mcp",
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- "version": "1.2.0",
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+ "version": "1.2.1",
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  "description": "MCP server exposing Godot to AI coding assistants over the Model Context Protocol — developed and tested with Claude — across four planes (CLI, live editor, LSP+DAP, runtime) with elicitation-gated destructive tools, long jobs on the formal MCP task model, captured console output, and MCP resources.",
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  "type": "module",
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  "license": "MIT",