This release adds 3 notable features for engineering teams evaluating rollout.
✓ No known CVEs patched in this version
Summary
AI summaryAdded batch operations for manage_scene, manage_node, and validate to reduce round-trips.
Full changelog
What's new
Batch operations — reduce round-trips for multi-step work by processing multiple operations in a single Godot process.
manage_scenebatch — execute an ordered sequence ofadd_node,load_sprite, andsaveops across one or more scenes in a single process. All mutations auto-save at end of loop, consistent with single-op behavior.manage_nodearray inputs —update_propertyaccepts anupdatesarray to set multiple properties in one process;get_propertiesaccepts anodesarray to read from multiple nodes in one process.validatetargets array — pass atargetsarray to validate multiple scripts or scenes in a single Godot process.
Bug fixes
- Fix
manage_scenebatch save-as cache bug:scene_cache.erasenow only runs on normal save, not save-as, preserving accumulated mutations for subsequent batch ops. - Use
randomUUID()for batch validate temp file names to avoid collisions across concurrent calls. - Replace manual camelCase→snake_case array mappings in scene and node tools with
convertCamelToSnakeCaseper-item. - Extract
parseGodotErrorEntriesshared helper, eliminating ~80% duplication in validate tools.
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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]