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Erodenn/godot-mcp-runtime

v0.5.2 Breaking

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

Published 2mo MCP Developer Tools
✓ No known CVEs patched
Read the diff → Tool health → What is this tool? →

✓ No known CVEs patched in this version

Summary

AI summary

Corrected documentation errors and clarified API behavior in several functions.

Full changelog

What's Changed

Fixes several factual errors in tool descriptions introduced in v0.5.1.

Corrections

  • get_ui_elements: Fixed documented return shape — actual fields are name, path, rect: {x,y,width,height}, visible, and optional text/disabled/tooltip, not the previously documented node_name/node_path/position/size
  • simulate_input click_element: Removed false claim that elements can be identified by visible text — only node path and node name (BFS) are supported
  • manage_node get_tree: Documented that parentPath is ignored by get_tree (it only applies to list); get_tree always starts from the scene root
  • manage_node update_property: Documented that Vector2 ({"x","y"}), Vector3 ({"x","y","z"}), and Color ({"r","g","b","a"}) dict literals are automatically converted — run_script is not needed for these types
  • manage_scene / manage_node: Removed incorrect "always save after mutations" guidance — all mutation operations already save automatically

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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.

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Beta — feedback welcome: [email protected]