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v3.8-Pre-Alpha
Pre-releaseAgents previously had file tools and saved-scene summaries, requiring inspector automation and offering no direct modeling or playtest workflow. Add a project-scoped local editor bridge so agents can edit object properties through validated undo transactions, create/switch/save scenes, attach scripts at global/scene/object scope, import models, preview models from chosen angles and zoom, and start/control/capture/play games with timed keyboard input.
Bundle current game design/UI and authoring guidance for both Codex and Claude: prefer Blender and custom mesh assets, author complete scenes before Play, keep Python/Blender generators outside the game directory, and use the bounded agent-only Lua mesh recipe fallback when Blender is unavailable. Existing customized integration files remain preserved; the current guide is also available as an MCP tool. Include engine-local setup, examples and limitations.
Validation:
- Targeted engine/editor/backend/scripting tests: 212 passed (including engine-world), one existing ignored test.
- Strict Clippy for all affected packages/targets and formatting passed.
- Tests cover direct editor authoring across models/properties/scopes/scenes, atomic rejection/undo/persistence, bridge authentication/project isolation, mesh recipe limits and MCP image transport.
All nine CI checks passed for commit e24ce6b, including Linux/Windows engine tests, rendered viewport checks, application smoke tests, browser gameplay, language adapter conformance, security/license scans, and the fresh Windows installer build with packaged Setup tests. CI produced RusticGameEngine-Setup-0.1.0-x64-20261101-215844.exe and uploaded the windows-installer artifact. Manual interactive desktop playtest verification remains outstanding. Mouse/touch automation is not exposed; runtime-change proposals still use the editor's explicit review dialog.