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Changelog

All notable changes to GoPeak (godot-mcp) will be documented in this file.

[Unreleased]

[2.3.6] - 2026-04-05

Fixed

  • modify_script now passes operation params through temp files so Windows command-line escaping no longer breaks function bodies containing \t, \r, or quoted strings.
  • get_editor_status now reports bridge startup failures such as EADDRINUSE, making duplicate-server editor bridge conflicts visible instead of looking like a silent disconnect.
  • Bridge-backed scene tools now coerce common Vector2-style {x,y} objects and [x,y] arrays for typed properties such as position and scale.
  • Runtime addon polling now re-checks socket state after poll() before calling get_available_bytes(), avoiding shutdown-time socket errors.

Improved

  • Scene tool docs now show the required typed JSON shape for bridge-backed Godot values such as Vector2.
  • Dynamic tool-group docs now call out the reconnect/manual-refresh fallback for MCP clients that cache tools/list too aggressively.
  • Packaging consistency release checks now tolerate npm pack --json output even when npm prepends prepare/build logs.

[2.3.5] - 2026-03-24

Changed

  • Extracted static server metadata out of src/index.ts into focused helper modules to reduce entrypoint sprawl without changing MCP behavior.
  • Shell-hook installation is now explicitly opt-in during postinstall; gopeak setup remains the supported manual path.

Improved

  • Added metadata consistency regression coverage for package/server version and initialize-time server info.
  • Synchronized release-facing docs and metadata with the current prompt/resource/tool surface and install behavior.

[2.3.4] - 2026-03-21

Fixed

  • Runtime live-inspection tools now relay runtime addon responses consistently.
  • Runtime screenshot capture returns image content reliably for automation flows.
  • OpenAI-facing tool names are sanitized before exposure to clients.
  • Windows setup now skips unsupported shell-hook installation steps.

Improved

  • Node-based test spawning and CI dependency audit handling are more stable during release verification.
  • README community links were refreshed by removing the expired Discord invite.

[2.3.3] - 2026-03-09

Fixed

  • Runtime addon framing handling now tolerates welcome and pong responses more reliably
  • Runtime status checks now verify addon connectivity more accurately
  • ClassDB MCP responses and node-path helper synchronization issues were corrected
  • Postinstall setup hook behavior was hardened for cross-platform compatibility on Windows

Improved

  • CI/test coverage, observability, and documentation/structure updates from recent main branch work are now included in the npm release

[2.0.0] - 2025-02-20

Added

  • MCP Resources: godot:// URI protocol for scene, script, and resource file access with path traversal protection
  • GDScript LSP Integration: 4 tools (lsp_get_diagnostics, lsp_get_completions, lsp_get_hover, lsp_get_symbols) via Godot's built-in Language Server (port 6005)
  • Debug Adapter Protocol (DAP): 7 tools (dap_get_output, dap_set_breakpoint, dap_remove_breakpoint, dap_continue, dap_pause, dap_step_over, dap_get_stack_trace) via Godot's built-in DAP (port 6006)
  • Screenshot Capture: capture_screenshot and capture_viewport tools via runtime addon TCP
  • Input Injection: inject_action, inject_key, inject_mouse_click, inject_mouse_motion tools via runtime addon TCP
  • npm Publishing: Package available as gopeak on npm (npx gopeak)
  • Lazy LSP/DAP client initialization (connects only when first tool is called)
  • Graceful cleanup of LSP/DAP connections on server shutdown

Changed

  • Rebranded from "Godot MCP" to "GoPeak"
  • Server identity updated to gopeak v2.0.0
  • Updated README with new features, tool reference, and npx install instructions
  • Package version bumped to 2.0.0

[1.1.0] - 2025-02-19

Changed

  • ClassDB Refactoring: Replaced 96 hardcoded tools with 78 ClassDB-based generic tools
  • Added query_classes, query_class_info, inspect_inheritance for dynamic class discovery
  • Generic add_node and create_resource now work with ANY Godot class

[1.0.0] - Initial

Added

  • Core tools: launch editor, run project, stop project, get debug output, get version
  • Scene management: create, add/delete/duplicate/reparent nodes, get/set properties
  • GDScript operations: create, modify, analyze scripts
  • Resource management: create resource, create material, create shader
  • Animation system: create animation, add tracks
  • Signal management: connect, disconnect, list
  • Import/export pipeline
  • Project configuration: settings, autoloads, input actions
  • Plugin management
  • Developer experience: dependencies, usage finder, error parser, health check, search
  • Runtime addon: live scene tree, property modification, method calling, metrics
  • Audio system: buses, effects, volume
  • Navigation: regions, agents
  • UI/Themes: colors, font sizes, shaders
  • Asset library: Poly Haven, AmbientCG, Kenney (CC0)
  • Auto Reload editor plugin
  • UID management (Godot 4.4+)