gdharness 0.13.3 → 0.13.4

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package/build/cli.js CHANGED
@@ -15817,7 +15817,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_rescan",
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- description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is a change to the declaring script, or editor_launch restart; project_import refresh_classes rewrites the cache and does not touch what the editor is holding. The scan also writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class it cannot resolve is one the scan drops out of that file: unseenByEditor names it before a fresh engine, a CI run or a clone inherits it. Needs the editor connected.",
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+ description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is both halves in order: a change to the declaring script, saved, and then a rescan. Measured downstream, neither works alone, and a change on its own reads as the cure having failed. editor_launch restart also does it, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve can go out of that file with it, which one project saw and two could not reproduce; where it happens the answer names what the file lost under cacheLost, before a fresh engine, a CI run or a clone inherits it. Needs the editor connected.",
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  parameters: {
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  projectPath: PROJECT_PATH,
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  timeoutMs: { type: "number", description: "How long to wait for the scan. Default 30000." }
package/build/index.js CHANGED
@@ -28831,7 +28831,7 @@ var TOOL_SPECS = [
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  },
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  {
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  name: "editor_rescan",
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- description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is a change to the declaring script, or editor_launch restart; project_import refresh_classes rewrites the cache and does not touch what the editor is holding. The scan also writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class it cannot resolve is one the scan drops out of that file: unseenByEditor names it before a fresh engine, a CI run or a clone inherits it. Needs the editor connected.",
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+ description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is both halves in order: a change to the declaring script, saved, and then a rescan. Measured downstream, neither works alone, and a change on its own reads as the cure having failed. editor_launch restart also does it, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve can go out of that file with it, which one project saw and two could not reproduce; where it happens the answer names what the file lost under cacheLost, before a fresh engine, a CI run or a clone inherits it. Needs the editor connected.",
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  parameters: {
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  projectPath: PROJECT_PATH,
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  timeoutMs: { type: "number", description: "How long to wait for the scan. Default 30000." }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "0.13.3",
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+ "version": "0.13.4",
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  "mcpName": "io.github.Aureliolo/gdharness",
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  "description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
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  "type": "module",