This release adds 2 notable features for engineering teams evaluating rollout.
✓ No known CVEs patched in this version
Summary
AI summaryManual attach mode adds attach_project/detach_project tools for user‑launched Godot processes.
Full changelog
Highlights
Manual attach mode (#5, thanks @johanravn). New attach_project / detach_project tools let runtime tools work against a Godot process you launched yourself (CI, external debugger, or your own shell) instead of one MCP spawned. The bridge is injected the same way run_project does it; get_debug_output is unavailable in this mode because stdout/stderr only flow through MCP-spawned processes.
Bridge survives paused scene trees. McpBridge now sets process_mode = PROCESS_MODE_ALWAYS, so screenshots, input, and run_script keep responding when get_tree().paused is true. Benefits run_project mode too.
Internal
- New
RuntimeSessionMode = 'spawned' | 'attached'discriminator onGodotRunner ensureRuntimeSession()helper consolidates the runtime-tool guardsstopProject()returns{ mode, externalProcessPreserved }so callers can distinguish detach from kill- Cleanup: dead branch in
handleDetachProject, null-check ordering inhandleGetDebugOutput - README: rewritten attach-mode prose, merged the two "How the Bridge Works" sequences, badge moved below the intro
Looking ahead
A future release will add a TCP remote-debug attach transport so the server can reach shipped .pck games where bridge injection isn't possible. When that lands, attach_project and the new transport will consolidate into a single attach(mode) / detach(session_id) pair with capabilities enumerated per mode.
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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]