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Erodenn/godot-mcp-runtime

v1.1.0 Feature

This release adds 3 notable features for engineering teams evaluating rollout.

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

Added 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_scene batch — execute an ordered sequence of add_node, load_sprite, and save ops across one or more scenes in a single process. All mutations auto-save at end of loop, consistent with single-op behavior.
  • manage_node array inputsupdate_property accepts an updates array to set multiple properties in one process; get_properties accepts a nodes array to read from multiple nodes in one process.
  • validate targets array — pass a targets array to validate multiple scripts or scenes in a single Godot process.

Bug fixes

  • Fix manage_scene batch save-as cache bug: scene_cache.erase now 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 convertCamelToSnakeCase per-item.
  • Extract parseGodotErrorEntries shared 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.

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Beta — feedback welcome: [email protected]