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youichi-uda/godot-mcp-pro

v1.15.1 Breaking

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

Published 7d 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

Updates Medium / Minor, Critical, and High across a mixed release.

Changes in this release

Feature Low

`get_scene_tree` returns scene‑relative paths usable as `node_path` input, reducing response size (~10×).

`get_scene_tree` returns scene‑relative paths usable as `node_path` input, reducing response size (~10×).

Source: llm_adapter@2026-07-19

Confidence: high

Feature Low

`run_test_scenario` keycode input steps now auto‑release the key (disable with `auto_release: false`).

`run_test_scenario` keycode input steps now auto‑release the key (disable with `auto_release: false`).

Source: granite4.1:30b@2026-07-19-audit

Confidence: low

Feature Low

`set_particle_material` lists emission sub‑parameters in `changes[]`.

`set_particle_material` lists emission sub‑parameters in `changes[]`.

Source: granite4.1:30b@2026-07-19-audit

Confidence: low

Bugfix High

`set_particle_color_gradient` fixes infinite loop and removes spurious black stop.

`set_particle_color_gradient` fixes infinite loop and removes spurious black stop.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix High

`connect_signal` now creates persistent connections with optional `deferred`/`one_shot` flags and echoes them in the response.

`connect_signal` now creates persistent connections with optional `deferred`/`one_shot` flags and echoes them in the response.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix High

`update_property` now loads Resource paths (`res://`, `uid://`) instead of silently setting to null; unresolvable paths fail loudly.

`update_property` now loads Resource paths (`res://`, `uid://`) instead of silently setting to null; unresolvable paths fail loudly.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Medium

`create_theme` now writes the theme file and creates missing parent directories.

`create_theme` now writes the theme file and creates missing parent directories.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Medium

`get_performance_monitors` reports metrics from the running game via IPC instead of the editor process.

`get_performance_monitors` reports metrics from the running game via IPC instead of the editor process.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Medium

`get_test_report` / `run_test_scenario` correctly aggregate test results; empty reports return `no_results: true`.

`get_test_report` / `run_test_scenario` correctly aggregate test results; empty reports return `no_results: true`.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Low

`analyze_signal_flow` no longer dumps editor‑internal connections.

`analyze_signal_flow` no longer dumps editor‑internal connections.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Low

`find_unused_resources` resolves `uid://` references and ProjectSettings‑held references, eliminating false "unused" reports for live assets.

`find_unused_resources` resolves `uid://` references and ProjectSettings‑held references, eliminating false "unused" reports for live assets.

Source: llm_adapter@2026-07-19

Confidence: high

Bugfix Low

`get_input_actions(include_builtin: false)` stops leaking editor actions (`spatial_editor/*`).

`get_input_actions(include_builtin: false)` stops leaking editor actions (`spatial_editor/*`).

Source: llm_adapter@2026-07-19

Confidence: high

Full changelog

Patch release — 15 fixes from an external user's full-toolset audit (all 174 tools tested against a live editor). Huge thanks to the reporter!

Critical

  • set_particle_color_gradient: infinite loop that could hang the editor (Gradient cannot be cleared point-by-point). Gradients are now built by wholesale offsets/colors assignment. Same root cause removed a spurious black stop from every apply_particle_preset ramp.
  • connect_signal: connections were created without CONNECT_PERSIST and never reached the .tscn. Now persistent, with new optional deferred/one_shot parameters and flags/persistent echoed in the response.
  • update_property: assigning a Resource property by res:///uid:// path silently set it to null. Paths are now loaded into Resources (also fixes batch_add_nodes), and unresolvable paths fail loudly instead of committing null.

High

  • create_theme returned {} without writing the file (Dictionary-vs-null guard bug). Also creates parent directories now.
  • get_performance_monitors reported the editor process's metrics; it now reads the running game via IPC and returns "process": "game".
  • get_test_report / run_test_scenario counted green assertions as failures (double-wrapped game replies + non-assertion steps being scored). Aggregates are now correct; empty reports return no_results: true.

Medium / Minor

  • get_scene_tree returns scene-relative paths (usable as node_path input, ~10x smaller responses).
  • analyze_signal_flow no longer dumps editor-internal connections.
  • find_unused_resources resolves uid:// references and ProjectSettings-held references (main scene, bus layout, icon, autoloads) — no more false "unused" reports for live assets.
  • get_input_actions(include_builtin: false) no longer leaks editor actions (spatial_editor/*).
  • create_resource creates missing parent directories.
  • run_test_scenario keycode input steps now auto-release the key (disable with auto_release: false).
  • set_particle_material lists emission sub-parameters in changes[].

See CHANGELOG.md for full details.

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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]