breakpoint-mcp 1.2.0 → 1.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +26 -7
- package/addon/breakpoint_mcp/plugin.cfg +1 -1
- package/dist/index.js +1 -1
- package/package.json +1 -1
package/README.md
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@@ -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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```bash
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npx breakpoint-mcp init
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```
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Then open the project in Godot and verify the setup:
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```bash
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npx breakpoint-mcp doctor
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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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To install the `breakpoint-mcp` command globally instead of invoking it via `npx`:
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```bash
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-
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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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@@ -60,10 +78,11 @@ section for each client's config file and format.
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## The addon (required for the editor / runtime planes)
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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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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.
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version="1.2.1"
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script="plugin.gd"
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package/dist/index.js
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@@ -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.
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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);
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package/package.json
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{
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"name": "breakpoint-mcp",
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"version": "1.2.
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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",
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