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Releases: beremaran/godot-agent-loop

Godot Agent Loop 2.0.0

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@beremaran beremaran released this 04 Aug 01:29
v2.0.0

Godot Agent Loop 2.0.0

Godot Agent Loop 2.0.0 is the lean feedback loop: author files, validate,
run, observe, interact, assert. The tool surface drops from 173 tools to 64 —
109 tools are removed and the advertised core is a reviewed 20-tool surface.

BREAKING: lean tool-surface reduction

  • The catalog shrinks from 173 to 64 tools; 109 are removed: 70 subsystem
    runtime wrappers (UI, audio, physics, terrain, GI, animation, networking,
    and similar), 38 project file/authoring/settings/CI tools, and the
    deprecated godot_tools alias.
  • The advertised core surface is now 20 tools, grouped by role:
    catalog/call (godot_catalog, godot_call), lifecycle (run_project,
    stop_project, get_debug_output, get_project_info, get_godot_version),
    observation (game_screenshot, game_get_scene_tree, game_get_ui,
    game_get_node_info, game_get_errors, game_get_logs), interaction and
    verification (game_scenario, game_wait_until, validate_scripts,
    run_project_tests, verify_project), and editor session/transaction
    (editor_session, editor_transaction).
  • The remaining 44 tools stay available as hidden tools reachable through
    godot_catalog + godot_call: input primitives, privileged generics, node
    generics, and ship tooling.
  • GODOT_MCP_AUTHORING_MODE and benchmark:loop are removed. Clients that
    still call godot_tools receive an unknown-tool error and must switch to
    godot_catalog/godot_call.

Migration

  • Author .gd/.tscn/.tres/project.godot with the coding agent's own
    file tools; use editor_transaction in watched mode for editor-native edits.
  • Reach the 44 hidden tools via godot_catalog + godot_call.
  • Opted-in agents use the privileged reflection/code-execution generics in
    place of the deleted subsystem runtime wrappers.
  • The previously prepared but never tagged 1.2.0 work (editor-bridge routing
    of project.godot mutations) ships in this release; the settings-tools routing
    described in the 1.2.0 notes was removed by the reduction.

Verification

51 unit tests and 23 e2e tests pass on Godot 4.7. Protocol conformance is 5/5
for the 20 advertised tools. The core surface is 32,787 bytes / ~8,197
estimated tokens, a 92.39% reduction against the full 64-tool surface.

Install

npx -y @beremaran/godot-agent-loop@2.0.0

Users of 1.1.6 should update their pinned agent adapter or MCP command to
2.0.0.

Godot Agent Loop 1.1.6

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@beremaran beremaran released this 02 Aug 06:57
v1.1.6

Godot Agent Loop 1.1.6

Godot Agent Loop 1.1.6 fixes synthetic mouse motion delivery and keeps the
persistent authoring session windowless.

Fixed

  • game_mouse_move now forwards the schema-declared relative_x/relative_y
    arguments to the runtime; the previous mapping read dropped camelCase names,
    so callers always received zero relative movement.
  • Synthetic mouse motion is flushed immediately with input accumulation
    disabled, so a buffered OS event cannot merge with and transform the
    caller-supplied deltas before the game observes them.

Changed

  • The persistent authoring session runs windowless with Godot's --headless
    flag and no longer leaves a visible <project> (DEBUG) helper window open.
  • The automated suite is reduced from 1,041 runnable Vitest cases to 83 focused
    smoke cases: 60 unit/contract cases and 23 real-engine E2E cases covering
    representative server, registry, editor, process, adapter, and cross-platform
    paths.
  • The obsolete per-tool coverage inventory, direct Godot runners, and
    deterministic golden replay are removed. The pre-commit hook remains a fast
    lint-plus-typecheck gate, while npm run check runs lint, one build, and the
    retained unit suite.

There are no runtime protocol changes. Protocol 2 persistent editor addons
must still be replaced and Godot restarted when upgrading.

Install

npx -y @beremaran/godot-agent-loop@1.1.6

Users of 1.1.5 should update their pinned agent adapter or MCP command to
1.1.6.

Godot Agent Loop 1.1.5

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@beremaran beremaran released this 26 Jul 16:02
v1.1.5

Godot Agent Loop 1.1.5

Godot Agent Loop 1.1.5 improves release checks and adds a layered evaluation
framework for MCP protocol, tool, engine, and agent workflow evidence.

Added

  • Add pinned Inspect AI evaluation tooling, deterministic scorers, protocol
    checks, comparison reports, and retained evaluation evidence.
  • Add release and CI checks for evaluation corpus integrity, tool coverage,
    transport equivalence, and Godot compatibility.

Changed

  • Keep paid behavioural evaluation as an explicit opt-in workflow rather than a
    requirement for npm publication.
  • Improve editor connection retry and pause-state checks.

There are no runtime protocol changes. Protocol 2 persistent editor addons
must still be replaced and Godot restarted when upgrading.

Install

npx -y @beremaran/godot-agent-loop@1.1.5

Users of 1.1.4 should update their pinned agent adapter or MCP command to
1.1.5.

Godot Agent Loop 1.1.4

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@beremaran beremaran released this 20 Jul 05:22
v1.1.4

Godot Agent Loop 1.1.4

Godot Agent Loop 1.1.4 improves authoring safety and runtime validation
clarity, especially around project startup failures and input/release behavior.

Added

  • Clarify runtime waiting behavior around reflections, and make scenario
    authoring guidance easier to follow.
  • Improve project and validation status messaging to reduce ambiguous failures.

Fixed

  • Reject fatal startup errors earlier during validation.
  • Omit transient bridge files from project scans only when ownership is clear, so
    user files remain visible.
  • Make held-input and unprivileged property waits behave safely and more
    predictably.
  • Prevent scene-root name collisions and tighten scenario argument checks.
  • Keep output stable when runtime reflection is unavailable.

There are no runtime protocol changes. Protocol 2 persistent editor addons
must still be replaced and Godot restarted when upgrading.

Install

npx -y @beremaran/godot-agent-loop@1.1.4

Users of 1.1.3 should update their pinned agent adapter or MCP command to
1.1.4.

Godot Agent Loop 1.1.3

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@beremaran beremaran released this 19 Jul 15:16
v1.1.3

Godot Agent Loop 1.1.3

Godot Agent Loop 1.1.3 improves background authoring, project audits, runtime
policy errors, and checks against new Godot releases.

Added

  • Set GODOT_MCP_AUTHORING_MODE=headless to run scene and resource authoring
    through one-shot headless Godot processes without a persistent helper window.
    The default remains persistent, and run_project still opens the game.
  • A scheduled workflow now tests new stable Godot 4 releases. It compares a
    failed newest-version run with Godot 4.7 and opens one issue only for a
    confirmed release regression.

Fixed

  • Project integrity scans and validate_scripts with scope: all now omit
    transient bridge files only when their contents prove that MCP owns them.
    Changed bridge files and extra user files remain visible to the checks.
  • Property waits and scenario property assertions now fail before polling when
    the connected runtime lacks reflection access. The error explains how to
    enable reflection or use log and UI checks instead.

There are no runtime protocol changes. Protocol 2 persistent editor addons
must still be replaced and Godot restarted when upgrading.

Install

npx -y @beremaran/godot-agent-loop@1.1.3

Users of 1.1.2 should update their pinned agent adapter or MCP command to
1.1.3.

Godot Agent Loop 1.1.2

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@beremaran beremaran released this 17 Jul 07:02
v1.1.2

Godot Agent Loop 1.1.2

Godot Agent Loop 1.1.2 is a patch release that improves release-gate
reliability on slower verification environments.

Fixed

  • Increase the agent package layout test timeout so the release gate remains
    stable on slower verification environments.

There are no runtime protocol changes. Protocol 2 persistent editor addons
must still be replaced and Godot restarted when upgrading.

Install

npx -y @beremaran/godot-agent-loop@1.1.2

Users of 1.1.1 should update their pinned agent adapter or MCP command to
1.1.2.

Godot Agent Loop 1.1.1

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@beremaran beremaran released this 15 Jul 20:28
v1.1.1
b2c1041

Godot Agent Loop 1.1.1

Godot Agent Loop 1.1.1 is a packaging correction for the editor-native 1.1
release.

Fixed

  • Generated Godot extension API audit caches are stored outside the shipped
    build/ tree, preventing release-only audit data from entering the npm
    tarball.
  • The npm publication path now produces the same bounded package contents as
    the deterministic release candidate after the full exact-tag verification
    gate.

There are no runtime protocol changes. Protocol 1 persistent editor addons
must still be replaced and Godot restarted when upgrading from 1.0.x.

Install

npx -y @beremaran/godot-agent-loop@1.1.1

Users of 1.1.0 should update their pinned agent adapter or MCP command to
1.1.1.

Godot Agent Loop 1.1.0

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@beremaran beremaran released this 15 Jul 19:56
v1.1.0
e343510

Godot Agent Loop 1.1.0

Godot Agent Loop 1.1.0 adds protocol 2 per-project editor discovery, secure
late attachment, an idempotent editor_session contract, acknowledged external
synchronization, compound editor transactions, trace replay, realtime versus
deterministic timing policies, bounded waits/scenarios, and richer screenshot
and performance evidence.

Godot 4.7 is now both the compatibility floor and primary target. Generated
projects, the editor addon, real-engine CI, .NET verification, and exports use
that supported release.

Protocol 1 persistent editor addons must be replaced and Godot restarted. The
runtime protocol remains version 1. Persistent addon installation is optional;
detached authoring and CI remain supported.

The full real-engine matrix now covers the Linux headed/Xvfb release path. A
headed macOS 4.7.1 replay also opened Godot normally, restarted the MCP while
the editor stayed open, applied editor-native and acknowledged file-backed
changes, and observed them without a focus switch or manual reload. Its bounded
machine-readable evidence is in
../coverage/interactive-golden-agent-run.json.
Windows remains limited to the portable acceptance suite; Windows editor UI,
rendering, and export behavior are not claimed by this release.

Install

npx -y @beremaran/godot-agent-loop@1.1.0

Existing users must update their pinned agent adapter or MCP command from
1.0.1 to 1.1.0. The runtime protocol remains version 1.

Godot Agent Loop 1.0.1

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@beremaran beremaran released this 15 Jul 08:06
v1.0.1
9461807

Godot Agent Loop 1.0.1

Godot Agent Loop 1.0.1 is a portability and release-hardening patch for the
first public release.

Fixed

  • Project paths on macOS are canonicalized consistently before file listing
    and GDScript validation, including the standard /var to /private/var
    alias used by temporary directories.
  • Canonical project authorization now validates and returns the same filesystem
    resolution, closing a symlink retarget race without weakening project-root
    containment.
  • Headed-editor process observation uses native process inspection on macOS.
  • WebSocket fixture teardown consumes expected peer-reset events instead of
    reporting an uncaught error after successful protocol assertions.
  • Engine-surface checks accept a patch-level Godot version only when the full
    generated report and class data remain identical to the audited baseline.

Verification

  • Node 22 and Node 24 build, test, lint, and coverage gates.
  • Godot 4.4 and 4.7 native and MCP-to-Godot suites.
  • Godot .NET 4.4 and 4.7 with .NET SDK 8.
  • Native Windows and macOS portability smoke tests.
  • Compatibility and Forward+ renderer evidence.
  • Linux 4.4 and 4.7 release/debug export and smoke-run tests.

Install

npx -y @beremaran/godot-agent-loop@1.0.1

Existing users can update their pinned agent adapter or MCP command from
1.0.0 to 1.0.1. The runtime protocol remains version 1.

Godot Agent Loop 1.0.0

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@beremaran beremaran released this 14 Jul 15:27
v1.0.0

Godot Agent Loop 1.0.0

Build it. Play it. Prove it.

Godot Agent Loop 1.0 is the first release under the independent product
identity. It turns the inherited Godot MCP server into one tested feedback loop
for agents to author, run, observe, playtest, and independently verify games.

Install

claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop@1.0.0

The npm package remains sufficient by itself. The optional Godot Agent Loop
Bridge
AssetLib addon adds a persistent editor dock with authenticated status,
bounded live activity, compatibility diagnostics, setup help, and a human
Pause/Resume control.

Proof

  • 167/167 tools exercised through the complete MCP-to-Godot path.
  • 358 traced public actions and a zero-gap generated Godot 4.7 engine audit.
  • 201 full-path E2E tests on the primary Godot 4.7 candidate.
  • Godot 4.4.1 compatibility-floor acceptance for the persistent addon.
  • A 39-tool default surface, 81.56% smaller by schema bytes, with specialized
    tools available through godot_tools.
  • A real cold Claude Sonnet 5 run built and proved PLAYING/WIN/LOSE from an
    empty directory in 391.795 seconds, using 103 MCP calls, zero built-in tool
    calls, and zero human corrections.

Watch the 65-second launch proof
or inspect the exact prompt, project, measurements, and replay.

Highlights

  • One client-neutral agent-plugin/ bundle carries the MCP configuration and
    canonical build, debug, verify, and ship workflows to Claude Code, Codex,
    OpenCode, and Pi.
  • The compact tool surface teaches the author → validate → run → observe →
    playtest → assert → refine loop and progressively discloses specialized tools.
  • Persistent and transient editor addons negotiate an authenticated protocol;
    user-managed addons are never overwritten or removed.
  • Project ownership, crash recovery, stale transient recovery, and exact cleanup
    are covered across repetition, partial failure, concurrent edits, graceful
    shutdown, and SIGKILL.
  • Input-map repeated keys and autoload-aware script validation now have direct
    engine and full-path regression coverage.
  • C# project support, script diagnostics, project testing, import/addon
    integrity, export readiness, and deterministic verification workflows ship in
    the same release.

Security and support boundary

Runtime and editor transports bind to loopback and MCP-owned sessions use fresh
secrets. Reflection, code execution, and networking privilege groups are denied
by default. Payloads and retained logs are bounded and redacted. The human
editor pause refuses mutation before dispatch while leaving inspection
available.

Godot 4.4 is the compatibility floor and 4.7 is the primary target. Headed
editor/rendering depth is verified on Linux; Windows and macOS follow the
documented portable acceptance path. The release does not claim unbounded engine
control, debugger automation, or native-extension build automation.

Identity and lineage

The package is now @beremaran/godot-agent-loop, the binary is
godot-agent-loop, and the MCP Registry name is
io.github.beremaran/godot-agent-loop. This is a new 1.0 product identity, not a
claim that the underlying history began here.

Godot Agent Loop preserves the complete Git history and MIT notices of Solomon
Elias's original Coding-Solo/godot-mcp
and Tugcan Topaloglu's inherited
tugcantopaloglu/godot-mcp.