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youichi-uda/godot-mcp-pro

v1.15.0 Breaking

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

Published 1mo MCP Developer Tools
✓ No known CVEs patched
Read the diff → Tool health → What is this tool? →

✓ No known CVEs patched in this version

Topics

ai ai-tools claude cursor game-development gamedev
+7 more
gdscript godot godot-engine godot-plugin godot4 mcp model-context-protocol

Summary

AI summary

Added editor selection tools and legacy TileMap support, fixing multi-node selection collapse.

Full changelog

Feature — Editor selection tools + legacy TileMap support (community contributions)

Two community contributions from @aallnneess (PRs #33 and #32), reviewed and verified locally against the live editor command router in Godot 4.6.1.

Added — editor selection tools

  • get_editor_selection — read the current Scene-dock selection (top_only returns only topmost nodes). Each node reports name, scene-relative path, and type.
  • select_nodes — select one (node_path) or many (node_paths) nodes, with mode = replace / add / remove. Optionally focuses the node and the Inspector.
  • clear_editor_selection — clear the selection and report how many nodes were deselected.
  • Built on Godot's public EditorSelection / EditorInterface API. Node tools 14 → 17; total 172 → 175.

Added — legacy TileMap support

  • All tilemap_* commands now accept deprecated multi-layer TileMap nodes in addition to TileMapLayer (useful for inspecting/migrating older scenes). TileMapLayer remains the primary path.
  • Optional layer parameter for legacy TileMap on set/fill/get/used_cells/clear (defaults to 0; TileMapLayer only accepts 0).
  • Out-of-range layers return a clear error; layer-aware UndoRedo; tilemap_clear can clear one legacy layer or all; tilemap_get_info adds layer_count and a per-layer layers array.

Fixed

  • select_nodes multi-node selection collapse — under default params the trailing edit_node() / inspect_object() calls reset EditorSelection to a single node, collapsing multi-node selections to the last node. Focus/inspect is now applied only for single-node selections, so multi-node selections persist as requested. Caught during local verification in Godot 4.6.1.

Note

This release also folds in the previously-tagged-but-unreleased v1.14.1 patch (assert_node_state regression fix).


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About youichi-uda/godot-mcp-pro

Premium MCP server for Godot game engine with 84 tools for scene editing, scripting, animation, tilemap, shader, input simulation, and runtime debugging.

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Beta — feedback welcome: [email protected]