Godot Agent Loop 1.1.6
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_movenow forwards the schema-declaredrelative_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, whilenpm run checkruns 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@1.1.6Users of 1.1.5 should update their pinned agent adapter or MCP command to
1.1.6.