gopeak 2.3.7 → 2.3.8
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/LICENSE +21 -21
- package/README.md +279 -411
- package/build/addon/auto_reload/auto_reload.gd +126 -126
- package/build/addon/auto_reload/plugin.cfg +7 -7
- package/build/addon/godot_mcp_editor/mcp_client.gd +178 -178
- package/build/addon/godot_mcp_editor/plugin.cfg +6 -6
- package/build/addon/godot_mcp_editor/plugin.gd +84 -84
- package/build/addon/godot_mcp_editor/tool_executor.gd +114 -114
- package/build/addon/godot_mcp_editor/tools/animation_tools.gd +502 -502
- package/build/addon/godot_mcp_editor/tools/resource_tools.gd +425 -425
- package/build/addon/godot_mcp_editor/tools/scene_tools.gd +761 -761
- package/build/addon/godot_mcp_runtime/godot_mcp_runtime.gd +33 -33
- package/build/addon/godot_mcp_runtime/mcp_runtime_autoload.gd +671 -619
- package/build/addon/godot_mcp_runtime/plugin.cfg +7 -7
- package/build/cli/notify.js +4 -3
- package/build/cli.js +18 -18
- package/build/godot-bridge.js +11 -11
- package/build/index.js +238 -123
- package/build/scripts/godot_operations.gd +6823 -6823
- package/build/visualizer/events.js +19 -19
- package/build/visualizer/panel.js +34 -34
- package/build/visualizer/usages.js +14 -14
- package/build/visualizer-server.js +11 -11
- package/build/visualizer.html +2596 -2596
- package/package.json +106 -107
- package/scripts/postinstall.mjs +29 -29
package/README.md
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# GoPeak
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[](https://modelcontextprotocol.io/introduction)
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[](https://godotengine.org)
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[](https://nodejs.org/en/download/)
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[
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- **LSP + DAP**: diagnostics/completion/hover + breakpoints/step/stack trace (requires Godot LSP/DAP ports)
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- **Input + screenshots**: keyboard/mouse/action injection and viewport capture (requires runtime/editor bridge setup)
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- **Asset library**: search/fetch CC0 assets (optional network/provider workflow)
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### Tool families (examples)
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| Area | Examples |
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|---|---|
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| Project | `project.list`, `project.info`, `editor.run` |
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| Scene/Node | `scene.create`, `scene.node.add`, `set_node_properties` |
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| Script | `script.create`, `script.modify`, `script.info` |
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| Runtime | `runtime.status`, `inspect_runtime_tree`, `call_runtime_method` |
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| LSP/DAP | `lsp.diagnostics`, `lsp_get_hover`, `dap_set_breakpoint`, `dap.output` |
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| Input/Visual | `inject_key`, `inject_mouse_click`, `capture_screenshot` |
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---
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## Project Visualizer
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Visualize your entire project architecture with `visualizer.map` (`map_project` legacy). Scripts are grouped by folder structure into color-coded categories.
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---
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## Quick Prompt Examples
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### Build
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- "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
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- "Add an enemy spawner scene and wire spawn signals to GameManager."
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### Debug
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- "Run the project, collect errors, and fix the top 3 issues automatically."
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- "Set a breakpoint at `scripts/player.gd:42`, continue execution, and show stack trace when hit."
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### Runtime testing
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- "Press `ui_accept`, move mouse to (400, 300), click, then capture a screenshot."
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- "Inspect live scene tree and report nodes with missing scripts or invalid references."
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### Discovery & dynamic groups
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- "Use `tool.catalog` with query `tilemap` and list the most relevant tools."
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- "Activate the `dap` tool group for breakpoint debugging with `tool.groups`."
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- "Find import pipeline tools with `tool.catalog` query `import` and run the best one for texture settings."
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- "Reset all active tool groups with `tool.groups` to reduce context."
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---
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## Migration & Deprecation Policy
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GoPeak treats `compact` as the safe default and `full`/`legacy` as compatibility profiles. Any future hide, remove, rename, or API-contract change must include:
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1. an old → new mapping or an explicit no-replacement note;
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2. the profile impact (`compact`, `full`, `legacy`, or opt-in group);
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3. whether an alias remains and the planned removal window;
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4. README/docs and release-note updates;
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5. a verification command proving `tools/list` exposure and alias behavior;
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6. a migration prompt example for common Godot workflows.
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Current compatibility stance: legacy tool names and compact aliases remain supported. Dynamic groups with optional external requirements (`runtime`, `testing`, `lsp`, `dap`, `asset_store`) should be documented as opt-in/setup-gated rather than marketed as always-available core behavior.
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## Technical Reference
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### Environment variables
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| Name | Purpose | Default |
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| `GOPEAK_TOOL_PROFILE` | Tool exposure profile: `compact`, `full`, `legacy` | `compact` |
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| `MCP_TOOL_PROFILE` | Fallback profile env alias | `compact` |
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| `GODOT_PATH` | Explicit Godot executable path | auto-detect |
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| `GODOT_BRIDGE_PORT` | Bridge/Visualizer HTTP+WS port override (aliases: `MCP_BRIDGE_PORT`, `GOPEAK_BRIDGE_PORT`) | `6505` |
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| `DEBUG` | Enable server debug logs (`true`/`false`) | `false` |
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| `LOG_MODE` | Recording mode: `lite` or `full` | `lite` |
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| `GOPEAK_TOOLS_PAGE_SIZE` | Number of tools per `tools/list` page (pagination) | `33` |
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| `GOPEAK_BRIDGE_PORT` | Port for unified bridge/visualizer server | `6505` |
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| `GOPEAK_BRIDGE_HOST` | Bind host for bridge/visualizer server | `127.0.0.1` |
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### Ports
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| Port | Service |
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| `6505` (default) | Unified Godot Bridge + Visualizer server (+ `/health`, `/mcp`) on loopback by default |
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| `6005` | Godot LSP |
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| `6006` | Godot DAP |
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| `7777` | Runtime addon command socket (only needed for runtime tools) |
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### Minimal port profiles
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- **Core editing only**: bridge port (`GODOT_BRIDGE_PORT`, default `6505`)
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- **Core + runtime actions (screenshots/input/runtime inspect)**: bridge port + `7777`
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- **Full debugging + diagnostics**: bridge port + `6005` + `6006` + `7777`
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---
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## Troubleshooting
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- **Godot not found** → set `GODOT_PATH`
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- **No MCP tools visible** → restart your MCP client
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- **Project path invalid** → confirm `project.godot` exists
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- **Runtime tools not working** → install/enable runtime addon plugin
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- **Need a tool that is not visible** → run `tool.catalog` to search and auto-activate matching groups, or use `tool.groups` to activate a specific group
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- **`get_editor_status` says disconnected while the Godot editor shows connected** → check whether another `gopeak`/MCP server instance already owns bridge port `6505`; the status payload now reports the startup error and suggests stopping duplicate servers
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---
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## Docs & Project Links
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- [Architecture (MCP Platform Direction)](docs/architecture.md)
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- [Platform Roadmap (P1/P2/P3)](docs/platform-roadmap.md)
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- [CHANGELOG](CHANGELOG.md)
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- [ROADMAP](ROADMAP.md)
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- [CONTRIBUTING](CONTRIBUTING.md)
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---
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## License
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MIT — see [LICENSE](LICENSE).
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## Credits
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- Original MCP server by [Coding-Solo](https://github.com/Coding-Solo/godot-mcp)
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- GoPeak enhancements by [HaD0Yun](https://github.com/HaD0Yun)
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- Project visualizer inspired by [tomyud1/godot-mcp](https://github.com/tomyud1/godot-mcp)
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# GoPeak
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[](https://modelcontextprotocol.io/introduction)
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[](https://godotengine.org)
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[](https://nodejs.org/en/download/)
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[](https://www.npmjs.com/package/gopeak)
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[](https://opensource.org/licenses/MIT)
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🌐 **Languages**: **English** | [한국어](README-ko.md) | [日本語](README-ja.md) | [Deutsch](README-de.md) | [Português](README-pt_BR.md) | [简体中文](README-zh.md)
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**GoPeak is an MCP server for Godot 4 that gives AI assistants a real edit → run → inspect → fix loop.**
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It is designed for trusted Godot 4 workflows: small default tool surface, setup-gated advanced capabilities, and explicit compatibility rules for older/legacy tool names.
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> English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind `README.md`.
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>
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> Discord is temporarily unavailable while the invite link is refreshed. Use [GitHub Discussions](https://github.com/HaD0Yun/Gopeak-godot-mcp/discussions) for now.
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---
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## Quick Start
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### Requirements
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- Godot 4.x
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- Node.js 18+
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- MCP-compatible client such as Claude Desktop, Cursor, Cline, or OpenCode
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### 1) Run GoPeak
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```bash
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npx -y gopeak
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```
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or install globally:
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```bash
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npm install -g gopeak
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gopeak
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```
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### 2) Add MCP client config
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```json
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{
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"mcpServers": {
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"godot": {
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"command": "npx",
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"args": ["-y", "gopeak"],
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"env": {
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"GODOT_PATH": "/path/to/godot",
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"GOPEAK_TOOL_PROFILE": "compact"
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}
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}
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}
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}
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```
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`compact` is the default profile. It keeps the initial MCP context small and exposes additional setup-gated groups only when requested.
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### 3) Try these prompts
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- "List Godot projects in `/your/projects` and show project info."
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- "Create `scenes/Player.tscn` with a `CharacterBody2D` root and a movement script."
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- "Run the project, read the debug output, and fix the top error."
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- "Use `tool.catalog` to find animation tools, then activate the right group."
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---
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## What You Get
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| Workflow | What GoPeak can do |
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| Project control | Find projects, launch the editor, run/stop the game, collect debug output. |
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| Scene + script editing | Create scenes, add nodes, edit typed properties, create/modify GDScript. |
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| Resource workflows | Work with resources, materials, shaders, imports, and export-related checks. |
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| Debugging | Use logs, Godot LSP diagnostics, DAP breakpoints/stack traces, and runtime inspection when configured. |
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| Runtime testing | Capture screenshots, inspect live trees, inject input, and call runtime methods through the addon. |
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| Tool discovery | Keep the default surface compact, then activate capability groups with `tool.catalog` or `tool.groups`. |
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### Setup gates
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Some capabilities require extra Godot-side services. GoPeak labels these instead of pretending everything is always available:
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| Capability | Requires |
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| Editor bridge scene/resource edits | `godot_mcp_editor` plugin enabled in the Godot project. |
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| Runtime inspection, screenshots, input injection | Runtime addon/socket, default port `7777`. |
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| GDScript LSP tools | Godot LSP enabled on port `6005`. |
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| DAP debugging tools | Godot DAP enabled on port `6006`. |
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| Asset store/provider tools | Network access and provider availability. |
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---
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## Add the Godot Plugins
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Install from your Godot project folder:
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```bash
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curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bash
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```
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PowerShell:
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```powershell
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iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex
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```
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Then enable plugins in **Project Settings → Plugins**:
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- `godot_mcp_editor` for bridge-backed scene/resource tools
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- `godot_mcp_runtime` for runtime inspection, screenshots, and input workflows
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Optional shell hooks for update notifications are opt-in:
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```bash
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gopeak setup
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```
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`gopeak setup` only modifies supported bash/zsh rc files when you run it explicitly. `npm install` does not install shell hooks automatically.
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---
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## Tool Profiles
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GoPeak supports three exposure profiles:
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| Profile | Use when |
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|---|---|
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| `compact` | Default. Trusted core tools plus dynamic groups activated on demand. |
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| `full` | Compatibility/audit mode for the full legacy surface. |
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| `legacy` | Older config alias with the same exposed behavior as `full`. |
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Set either `GOPEAK_TOOL_PROFILE` or the fallback alias `MCP_TOOL_PROFILE`.
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### Dynamic groups
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In compact mode, search with `tool.catalog`; matching groups auto-activate. You can also manage groups directly with `tool.groups`.
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Common groups:
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| Group | Status | Notes |
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| `runtime` | optional-runtime | Live scene tree, properties, method calls, metrics. Requires runtime addon/socket. |
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| `testing` | optional-runtime | Screenshots, viewport capture, input injection. Requires runtime/editor setup. |
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| `lsp` | optional-lsp | Diagnostics, completion, hover, symbols. Requires Godot LSP on port `6005`. |
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| `dap` | optional-dap | Breakpoints, stepping, stack traces. Requires Godot DAP on port `6006`. |
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| `asset_store` | optional-network | External CC0 asset search/download. Network/provider dependent. |
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| `class_advanced` | trusted-static | ClassDB/inheritance discovery backed by static engine metadata. |
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| `tilemap` | audit-required | Must account for Godot 4.3+ `TileMapLayer` behavior before promotion. |
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153
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| mutation groups | audit-required | Scene/resource/script/settings/signal/autoload/import/audio/navigation/theme/animation groups need fixture evidence before being marketed as fully trusted. |
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154
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+
| `intent_tracking` | workflow-layer | Workflow memory/handoff helpers, not a Godot engine primitive. Keep opt-in. |
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155
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+
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156
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+
If your MCP client does not refresh after activation, reconnect the client or call the newly activated tool once to force a fresh `tools/list` round-trip.
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+
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158
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+
GoPeak also uses cursor-based pagination for `tools/list` so large profiles are not dumped into context at once. Tune it with `GOPEAK_TOOLS_PAGE_SIZE` when needed.
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159
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+
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160
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+
---
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+
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162
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## Typed Godot Values
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+
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164
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+
Bridge-backed scene tools such as `add_node` and `set_node_properties` accept common vector payloads for typed properties:
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+
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166
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+
```json
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+
{
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"position": { "type": "Vector2", "x": 100, "y": 200 },
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169
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+
"scale": { "type": "Vector2", "x": 2, "y": 2 }
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+
}
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```
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172
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+
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+
Plain `{ "x": 100, "y": 200 }` and `[100, 200]` are also coerced for common `Vector2` fields, but tagged values are safest across tools.
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174
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+
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175
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+
---
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+
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177
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+
## Useful Commands
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+
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```bash
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# run from npm
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181
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npx -y gopeak
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182
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+
|
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+
# install globally
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184
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+
npm install -g gopeak
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185
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+
|
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+
# run from source
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187
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+
git clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git
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188
|
+
cd Gopeak-godot-mcp
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189
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+
npm install
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190
|
+
npm run build
|
|
191
|
+
node build/index.js
|
|
192
|
+
|
|
193
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+
# local verification
|
|
194
|
+
npm run ci
|
|
195
|
+
npm run test:dynamic-groups
|
|
196
|
+
npm run test:metadata
|
|
197
|
+
npm run test:packaging
|
|
198
|
+
```
|
|
199
|
+
|
|
200
|
+
CLI bin names:
|
|
201
|
+
|
|
202
|
+
- `gopeak`
|
|
203
|
+
- `godot-mcp`
|
|
204
|
+
|
|
205
|
+
---
|
|
206
|
+
|
|
207
|
+
## Environment & Ports
|
|
208
|
+
|
|
209
|
+
| Name | Purpose | Default |
|
|
210
|
+
|---|---|---|
|
|
211
|
+
| `GOPEAK_TOOL_PROFILE` | Tool exposure profile: `compact`, `full`, `legacy` | `compact` |
|
|
212
|
+
| `MCP_TOOL_PROFILE` | Fallback profile env alias | `compact` |
|
|
213
|
+
| `GODOT_PATH` | Explicit Godot executable path | auto-detect |
|
|
214
|
+
| `GODOT_BRIDGE_PORT` | Bridge/Visualizer HTTP+WS port override | `6505` |
|
|
215
|
+
| `GOPEAK_BRIDGE_HOST` | Bridge/Visualizer bind host | `127.0.0.1` |
|
|
216
|
+
| `GOPEAK_TOOLS_PAGE_SIZE` | Number of tools per `tools/list` page | `33` |
|
|
217
|
+
| `GOPEAK_RUNTIME_TIMEOUT_MS` | Runtime addon command timeout in milliseconds | `10000` |
|
|
218
|
+
| `DEBUG` | Enable server debug logs | `false` |
|
|
219
|
+
| `LOG_MODE` | Recording mode: `lite` or `full` | `lite` |
|
|
220
|
+
|
|
221
|
+
| Port | Service |
|
|
222
|
+
|---|---|
|
|
223
|
+
| `6505` | Unified Godot Bridge + Visualizer server on loopback by default. |
|
|
224
|
+
| `6005` | Godot LSP. |
|
|
225
|
+
| `6006` | Godot DAP. |
|
|
226
|
+
| `7777` | Runtime addon command socket. |
|
|
227
|
+
|
|
228
|
+
Runtime screenshot tools (`capture_screenshot`, `capture_viewport`) use a GoPeak-managed temporary PNG file when the runtime addon supports `output_path`, then return normal MCP image content. Older runtime addons that do not receive an `output_path` continue to return inline base64 screenshots.
|
|
229
|
+
|
|
230
|
+
---
|
|
231
|
+
|
|
232
|
+
## Troubleshooting
|
|
233
|
+
|
|
234
|
+
- **Godot not found** → set `GODOT_PATH`.
|
|
235
|
+
- **No MCP tools visible** → restart your MCP client.
|
|
236
|
+
- **Need a hidden tool** → search with `tool.catalog` or activate a group with `tool.groups`.
|
|
237
|
+
- **Project path invalid** → confirm `project.godot` exists.
|
|
238
|
+
- **Runtime tools not working** → install/enable the runtime addon and check port `7777`.
|
|
239
|
+
- **Runtime screenshots time out** → update the runtime addon so screenshot commands support the managed `output_path` flow. For slow runtime responses, raise `GOPEAK_RUNTIME_TIMEOUT_MS`; older addons may still time out on large inline base64 screenshots.
|
|
240
|
+
- **Editor bridge disconnected** → stop duplicate `gopeak`/MCP servers that may already own bridge port `6505`; `get_editor_status` reports bridge startup errors such as `EADDRINUSE`.
|
|
241
|
+
|
|
242
|
+
---
|
|
243
|
+
|
|
244
|
+
## Migration & Deprecation Policy
|
|
245
|
+
|
|
246
|
+
GoPeak treats `compact` as the safe default and `full`/`legacy` as compatibility profiles. Future hide, remove, rename, or API-contract changes must include:
|
|
247
|
+
|
|
248
|
+
1. old → new mapping or an explicit no-replacement note;
|
|
249
|
+
2. profile impact (`compact`, `full`, `legacy`, or opt-in group);
|
|
250
|
+
3. alias window and planned removal timing;
|
|
251
|
+
4. README/docs and release-note updates;
|
|
252
|
+
5. verification proving `tools/list` exposure and alias behavior;
|
|
253
|
+
6. migration prompt examples for common Godot workflows.
|
|
254
|
+
|
|
255
|
+
Current stance: legacy tool names and compact aliases remain supported. Optional external groups (`runtime`, `testing`, `lsp`, `dap`, `asset_store`) are setup-gated, not always-available core behavior.
|
|
256
|
+
|
|
257
|
+
Full policy: [docs/migration-policy.md](docs/migration-policy.md).
|
|
258
|
+
|
|
259
|
+
---
|
|
260
|
+
|
|
261
|
+
## More Docs
|
|
262
|
+
|
|
263
|
+
- [Documentation Map](docs/README.md)
|
|
264
|
+
- [Architecture](docs/architecture.md)
|
|
265
|
+
- [Migration Policy](docs/migration-policy.md)
|
|
266
|
+
- [Release Process](docs/release-process.md)
|
|
267
|
+
- [CHANGELOG](CHANGELOG.md)
|
|
268
|
+
- [ROADMAP](ROADMAP.md)
|
|
269
|
+
- [CONTRIBUTING](CONTRIBUTING.md)
|
|
270
|
+
|
|
271
|
+
---
|
|
272
|
+
|
|
273
|
+
## License & Credits
|
|
274
|
+
|
|
275
|
+
MIT — see [LICENSE](LICENSE).
|
|
276
|
+
|
|
277
|
+
- Original MCP server by [Coding-Solo](https://github.com/Coding-Solo/godot-mcp)
|
|
278
|
+
- GoPeak enhancements by [HaD0Yun](https://github.com/HaD0Yun)
|
|
279
|
+
- Project visualizer inspired by [tomyud1/godot-mcp](https://github.com/tomyud1/godot-mcp)
|