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Godotwright changelog

io.github.laaielichter/godotwright

3 changes recorded. MCP Harbor re-reads this listing from the official registry every six hours and asks the live server what it exposes, and keeps what changed between one look and the next.

  • server.json 1 field changed
    version
    0.6.0 0.8.0

  • AGENTS.md +66 −7

    https://raw.githubusercontent.com/laaielichter/Godotwright/HEAD/AGENTS.md

    − - `src/review/`: the AAA review. `model.ts` resolves classes, types, members and−   scene nodes; `checks/` holds one file per category; `rules.ts` lists every rule.−   New rules need a test in `test/review.test.ts`, and must stay quiet on the− - `src/mcp/server.ts`: the MCP tools and the cheap/premium profiles.−   tool, and must never store code, names or paths.− - Releases: bump the version in `package.json` and `server.json`, then push a tag−   `vX.Y.Z`. The Publish workflow publishes to npm and the MCP Registry.+ - `src/lsp/`: Godot's own GDScript language server (`godot_code`). `jsonrpc.ts` is the JSON-RPC client with LSP+   framing, `server.ts` starts `godot --editor --headless --lsp-port` and keeps one warm server per project (idle+   stop, killed on exit, restarted when a class_name, project.godot or a file that needs an import changes; a restart+   waits for the calls queued on the old server), `code.ts` holds the ops and output.+ - `src/shaders/`: the GPU pass over shaders: draws every shader in Godot (Compatibility renderer, xvfb-run on Linux+   without a display), for what only the GPU driver rejects (a uniform block that is too big, a sampler array indexed by+   a variable). Language errors are found headless, without it: `src/check/shader-compile.ts` (`Shader.get_rid()` runs+   Godot's full shader compiler on the dummy renderer) for `godot_shader`, and the checker of `godot_check`. `runner.ts` is the GDScript it runs, `log.ts` reads Godot's+   shader errors, `hints.ts` names the Godot 4 form of Godot 3 shader code, and `shaders.ts` maps each error to the line+   in the .gdshader, .gdshaderinc or .tres/.tscn. `godotwright shaders`, `check --shaders` and `shader --gpu` use it; `src/shader/shader.ts` (`godot_shader`) puts the+   static review, the headless compile and this pass together.+ - `src/screenshot/`: `screenshot.ts` renders a scene or model with Godot; `png.ts` is the one PNG reader and writer,+   `diff.ts` the pixel compare (areas of change, moves, blank pictures; diffs in red), and `baseline.ts` the one baseline+   implementation ("auto", a .png path, or a name with its settings in JSON) that screenshots, scenario screenshot steps+   and `godotwright ci` share. Option names released in 0.5.0 (`baseline`, `threshold`, `tolerance`, `update_baseline`)+   keep their meaning.+ - `src/review/`: the AAA review. `src/review/model.ts` resolves classes, types, members and+   scene nodes; `checks/` holds one file per category (`pitfalls.ts` and `runtime.ts` hold the rules that came from+   lessons); `rules.ts` lists every rule.+   New rules need a test in `test/review.test.ts` (shader rules in `test/review-shader.test.ts`), and must stay quiet on the+ - `src/model/`: checks `.glb` and `.gltf` files without Godot. `inspect.ts` reads what+   is in a model, `lint.ts` and `rules.ts` hold the AAA model review, `contract.ts` reads+   and checks `model.contract.json`, and `gltf.ts` is the glTF reader.+ - `src/build/`: makes models from code. `mesh.ts` and `shapes.ts` are the mesh kit, `glb.ts`+   writes the GLB, `generators/` holds the ready-made kinds (`house`, `terrain`, `sea`),+   `spec.ts` builds a JSON model spec, `recipes.ts` loads `data/recipes/`, and `run.ts`+   builds a model and lints it.+ - `src/archetype/`: what a thing is, from `data/archetypes/` (`library.ts` loads it).+   `identify.ts` matches a name in English or Dutch, `check.ts` checks a model against+   its archetype, and `format.ts` prints the results.+ - `src/lessons/`: lessons from real projects. `data/lessons.json` holds the bundled ones (`library.ts` loads it),+   `search.ts` finds them by words, Godot message, rule and archetype and ranks them by feedback, `local.ts` keeps the+   lessons learned on this machine, `anonymize.ts` scrubs names, paths, codes and source code from them (bundled lessons+   must pass it unchanged; `test/lessons.test.ts` checks this), `hints.ts` adds lessons to check and review output,+   and `format.ts` prints lessons and gaps. A new rule that comes from a lesson names it in the lesson's `rules`.+ - `src/mcp/server.ts`: the MCP tools and the cheap/premium profiles. Register tools with `tool(...)`, never+   `server.registerTool`: every tool must be in one set in `src/mcp/toolsets.ts` (`--tools`, `--read-only` and the+   read-only refusals), `src/mcp/instructions.ts` holds the server instructions (filtered by the enabled tools), and+   `src/mcp/structured.ts` the `outputSchema`s and `structuredContent` of review, check, doctor and test.+ - `src/check/progress.ts`: the run context of a tool call: progress messages from Godot's output and cancellation;

  • server.json 2 fields changed
    description
    Makes coding agents better at Godot 4: offline 4.7 API, project map, headless checks, AAA review. Godot 4.7 for coding agents: offline API, checks, review, safe edits, tests, play, 3D models.
    version
    0.0.2 0.6.0