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buildepicshit/Wick

v0.5.0 Breaking

This release includes 1 breaking change for platform teams planning a safe upgrade.

Published 1mo MCP Developer Tools
✓ No known CVEs patched
Read the diff → Tool health → What is this tool? →

✓ No known CVEs patched in this version

Topics

ai-tools c# debugging diagnostics .net exception-handling
+8 more
game-development godot godot-engine godot4 mcp mcp-server model-context-protocol roslyn

Affected surfaces

rce_ssrf breaking_upgrade

Summary

AI summary

Schema‑honesty breaking change: SceneTools and GodotTools now throw McpException on errors instead of fake nodes or string envelopes.

Full changelog

First tagged release following the phase-3 engineering-excellence + OSS launch audit.

32/32 audit issues closed across 9 PRs (#43–#52). Highlights:

  • Honesty-of-surface: removed `sharp-peak` DAP leak, hardcoded `EditorConnected: false`, stub `SceneContext`, dead `BridgeExceptionSource`, and `TestResultParser` phantom capability. Tool catalog now matches what the MCP SDK actually registers (guarded by a drift-detection test).
  • Schema honesty (wire-breaking): `SceneTools` + `GodotTools` throw `McpException` on errors instead of returning fake "(error)" nodes or `{error:"..."}` string envelopes.
  • Security sprint: bounded stdout/stderr in `DotNetCli` (no OOM via malicious csproj), subprocess args migrated to `ProcessStartInfo.ArgumentList`, scene path + extra-args validation rejects `--script`-style RCE paths, `scene_load_resource` validates `res://` prefix, bridge handler error messages scrubbed.
  • Type design: `BridgeResponse` is a sealed discriminated union; `BuildSeverity`/`BuildTarget`/`WickBridgeErrorCode` are real enums; analyzer DTOs expose only `IReadOnlyList` / `IReadOnlyDictionary<,>`.
  • Lifecycle & logging: narrowed bare catches across the transport layer, `ILogger` replaces `Console.Error.WriteLine` in the bridge plumbing, LSP/DAP clients dispose on process exit.

Full triage: `docs/planning/2026-04-16-phase-3-audit-findings.md`.

Tests: 220/220 green (208 unit + 12 integration), 0 warnings, 0 errors.

Version: sourced from `Directory.Build.props`; MCP server reads it from the assembly at startup.

Versioning note

This release supersedes a briefly-pushed `v0.4.0` tag that was removed when we caught a version-conflation error — the pre-existing CHANGELOG `[0.4.0]` entry was for Phase 1 feature completeness (2026-04-12); this audit introduces wire-breaking schema-honesty changes and warrants the minor bump.

Carried forward for v1.0 prep

  • `SymbolKind` enum (audit #34 secondary — spans 3 distinct closed-set domains)
  • Full wire-shape discriminated unions for the four MCP-facing result types (`SceneModifyResult`, `LaunchGameResult`, `StopGameResult`, `RuntimeQueryResult`) — intentional wire-break deferred to v1.0

Breaking Changes

  • SceneTools and GodotTools throw McpException on errors instead of returning fake '(error)' nodes or '{error:"..."}' string envelopes.

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About buildepicshit/Wick

Native C# MCP server for Godot Engine — 53 tools across 5 pillars: Roslyn-enriched exception telemetry, scene tree inspection, C# symbol navigation, MSBuild orchestration, and GDScript analysis. .NET 10, TCP JSON-RPC bridge, 219 tests.

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Beta — feedback welcome: [email protected]