Releases: NPGameDev/godot-mcp-toolkit
Releases · NPGameDev/godot-mcp-toolkit
Release list
v1.0.0
[1.0.0] - 2026-07-27
Added
- New command surface for 3D scenes and procedural content: 3D primitives,
environment, lights, and cameras; AnimationTree state-machine and blend-tree
editing; project input-layer name management; Path2D curve editing;
auto-generated collision shapes from a sprite's texture; inherited-scene
creation; procedural gradient, curve, and noise resources; audio-bus editing;
SpriteFrames animation tools; GPU particle systems with ready-made presets;
and navigation-polygon editing. - Tileset authoring: create a tileset from a spritesheet with auto-generated
collision, then edit per-tile collision, terrain, navigation, occlusion,
custom data, animation, and probability across multiple sources. - Extension API for distributable third-party addons: register your own MCP
commands in GDScript with rich metadata, hot-reload them without restarting
the editor, set per-tool timeouts, and cancel long-running calls. C#/.NET
projects are fully supported. A catalog dialog in the editor discovers
installed extensions. - In-editor GDScript debugger integration: set breakpoints, inspect debug
state, read crash diagnostics from a captured error buffer, and detect an
external script editor. - Per-project language-server (LSP) discovery, so LSP-backed tools reach the
right project's editor and the dock shows the true LSP status. script_editfor targeted edits to a script instead of rewriting the whole
file.scene_spatial_mapreports node positions and bounds, and the
texture_generateandsound_generatetools produce placeholder assets while
you block out a scene.input_simulateaccepts a batch of input events (aneventsarray with a
"click"shorthand), reports per-event results, and addsdelay_before_ms/
delay_after_mstiming and asummaryoption. It also accepts a single event
directly, not only an array, and gains asend_textevent for typing into a
focused text field.scene_create,script_write, andresource_writecreate any missing parent
directories on their own, and reportdirs_createdonly when that happened —
no more separate folder-creation calls first.- Signal-connection inspection and management.
- Structured required-parameter validation across every command, with
context-specific hints when a parameter is missing. - Configurable editor and runtime ports — pin a single port or give a range —
through environment variables, with a clear message when a port cannot bind. - Exports automatically strip GDScript source and the project's
.mcp.jsonfrom
shipped builds, so neither the plugin's code nor its auth tokens travel with a
release. - Concurrent human and AI editing is validated and documented as a supported
workflow. - An opt-in setting keeps the editor responsive while it is unfocused, with a
dock indicator showing when it is active. This replaces an earlier, undocumented
global throttle. - macOS setup guidance in both the onboarding wizard and the dock, and a
.mcp.jsonwritten with correct macOS paths. - The editor's Tools menu gains an "MCP Toolkit" submenu for quick access to
plugin actions. - Godot 4.7 is supported. On Godot 4.7,
scene_closereports any unsaved
changes it discarded. - When a target already exists, tools such as
scene_create_node,
scene_instantiate, andresource_writedisclose any arguments they silently
dropped instead of ignoring them quietly. - The companion Claude Code skill
godot-mcp-toolkitships inside the addon
(addons/godot_mcp_toolkit/CompanionSkills/godot-mcp-toolkit/) for guidance on
tool selection, workflow patterns, and error recovery. - A startup line in the Output panel naming the plugin version and author when
the plugin loads.
Changed
- Code execution is now the
execute_codetool (previouslygame_eval). It runs
in the editor or in the running game, and returns clearer errors for
statement-only input and for globals that are not reachable from where the code
runs. - The
editor_reload_scriptstool is renamededitor_refresh. On a headless
editor it waits for the filesystem scan to finish before returning, so a script
reload is reliable there. - Nine tool parameters were renamed for consistency (a one-time cleanup before
the first release, with no backward-compatible aliases):tilemap_pathto
node_path;pathtofile_pathortexture_pathdepending on the tool;
target_parenttoparent_path;max_resultstolimit;depthto
max_depth;property_nametoproperty; and the folder tools'folder_path
topath. - The tool surface is one mode plus an orthogonal read-only switch. The earlier
profile system (Minimal / Standard / Power User / Custom, and the
GODOT_MCP_PROFILEsetting) is gone; a small always-on core is exposed on
connect and the rest of the tools are loaded on demand. Read-only access is a
separate switch — theGODOT_MCP_READ_ONLY=1environment variable and a
matching dock toggle — that hides every mutating tool. - The
.mcp.jsonfile is managed for you: the plugin creates it when needed,
offers a one-click fix, keeps a live status badge, and no longer writes stale
environment variables into it. - Per-project data (auth tokens, the sidecar state file, the audit log) lives in
a deterministic per-project folder derived from the project path, so multiple
editors and worktrees no longer collide. - The dock is a scrollable layout with collapsible sections for status, limits,
the audit log, and.mcp.jsonhealth. - Tool errors and hints are substantially more specific — for example, why a
readback came back empty, when a call reached the wrong editor instance, when a
script is not attached, when a class does not match, and when an autoload is
involved. - Screenshot and image responses either inline a downscaled image or save the
full image to disk, selected by animage_detailparameter. A bad or minimized
viewport is detected and reported instead of returning a blank image. - Scene queries, ClassDB lookups, and script and save reads share one pagination
envelope (has_more,returned, and an offset), with configurable size caps. - The onboarding wizard promotes its Project Settings pointer to a first-class
step. - Read-only-mode errors point you to reconnect the client, not restart the
editor. - On Godot 4.2 through 4.4, features that depend on newer editor APIs (signal
listing, AnimationTree state lists, console-level filtering) degrade
gracefully instead of failing. - The minimum Node.js version is 22.
editor_get_consolegains alevel_filter, replacing the separate
editor.get_errorstool.
Fixed
- The Godot 4.3 editor no longer crashes intermittently when a node that was
described a moment earlier is deleted (a workaround for an engine bug). - Batch operations report success or failure per entry instead of silently
dropping the ones that failed. - Property sets reject a wrong-type value instead of coercing it, and the
reservedgroupsproperty is protected. - Oversized WebSocket responses are rejected with a clear error rather than
failing opaquely. game_startgives a clear "no main scene" error when the project has none set.- Log reading distinguishes a transient file lock from a missing log, and reads
the current session from its start. folder_deletereports correct counts and closes the script tabs of the files
it deleted.- Node.js detection uses the login shell on macOS and Linux, and shows a PATH
hint on Windows. - The sidecar state file recovers on its own, retrying after the project's
.godot/folder is deleted.
Removed
- The profile system (Minimal / Standard / Power User / Custom profiles, the
GODOT_MCP_PROFILEandGODOT_MCP_CUSTOM_TOOLSsettings, and the
enable_tool_grouptool). The single tool surface plus the
GODOT_MCP_READ_ONLY=1switch replaces it; tool groups are surfaced and
activated through thediscover_toolsmeta-tool. - The
editor.get_errorstool — useeditor_get_consolewith itslevel_filter.
Full Changelog: https://github.com/NPGameDev/godot-mcp-toolkit/commits/v1.0.0