This release adds 3 notable features for engineering teams evaluating rollout.
✓ No known CVEs patched in this version
Summary
AI summaryTool definitions now include preconditions, sequencing constraints, side effects, return formats, and runtime tools require run_project prerequisite with a 2‑3 s bridge init wait.
Full changelog
What's Changed
Overhauled tool definitions and success responses to teach agents correct usage patterns through use — not just through documentation.
Tool Definitions
- All 11 tools now include preconditions, sequencing constraints, side effects, and return formats in their descriptions
- Runtime tools (
take_screenshot,simulate_input,get_ui_elements,run_script,get_debug_output) explicitly state therun_projectprerequisite and 2–3s bridge init timing manage_sceneandmanage_nodewarn that mutations are in-memory untilsaveis calledsimulate_inputbreaks down valid fields per action type in the descriptionmanage_uidsnow states the Godot 4.4+ requirement upfrontmanage_nodevalueparam documents JSON type mapping and when to userun_scriptinsteadlaunch_editorclarifies it's GUI-only and can't be automated
Success Responses
run_projectreminds agents to wait before using runtime tools and always callstop_projectsimulate_inputprompts agents to verify withtake_screenshotget_ui_elementsprompts agents to act withsimulate_input+click_elementrun_scriptprompts agents to verify visual changes withtake_screenshotget_debug_outputsignals when to callstop_projectafter process exitadd_autoloadwarns about headless crash risk- Scene/node mutation operations remind agents to save
README
- Runtime section notes the 2–3s bridge initialization wait
manage_sceneandmanage_nodesections document the in-memory → save pattern
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About Erodenn/godot-mcp-runtime
MCP server for Godot 4.x with runtime control via injected UDP bridge: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.
Related context
Beta — feedback welcome: [email protected]