All notable changes to GoPeak (godot-mcp) will be documented in this file.
modify_scriptnow passes operation params through temp files so Windows command-line escaping no longer breaks function bodies containing\t,\r, or quoted strings.get_editor_statusnow reports bridge startup failures such asEADDRINUSE, 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 aspositionandscale. - Runtime addon polling now re-checks socket state after
poll()before callingget_available_bytes(), avoiding shutdown-time socket errors.
- 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/listtoo aggressively. - Packaging consistency release checks now tolerate
npm pack --jsonoutput even when npm prependsprepare/build logs.
- Extracted static server metadata out of
src/index.tsinto focused helper modules to reduce entrypoint sprawl without changing MCP behavior. - Shell-hook installation is now explicitly opt-in during postinstall;
gopeak setupremains the supported manual path.
- 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.
- 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.
- 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.
- 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
- CI/test coverage, observability, and documentation/structure updates from recent main branch work are now included in the npm release
- 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_screenshotandcapture_viewporttools via runtime addon TCP - Input Injection:
inject_action,inject_key,inject_mouse_click,inject_mouse_motiontools via runtime addon TCP - npm Publishing: Package available as
gopeakon npm (npx gopeak) - Lazy LSP/DAP client initialization (connects only when first tool is called)
- Graceful cleanup of LSP/DAP connections on server shutdown
- Rebranded from "Godot MCP" to "GoPeak"
- Server identity updated to
gopeakv2.0.0 - Updated README with new features, tool reference, and
npxinstall instructions - Package version bumped to 2.0.0
- ClassDB Refactoring: Replaced 96 hardcoded tools with 78 ClassDB-based generic tools
- Added
query_classes,query_class_info,inspect_inheritancefor dynamic class discovery - Generic
add_nodeandcreate_resourcenow work with ANY Godot class
- 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+)