- Added
- Improved
- Fixed
1.3.7: Drag and drop testing, script edits that stick, steadier connection
Your AI can test drag and drop and translated menus, its script and scene edits no longer get undone, and the connection to Godot recovers on its own. Lite 1.1.5 gets the connection, script and scene fixes.
New
- Your AI can take smaller screenshots of the game and the editor for a quick look, which keeps long sessions cheaper.
- In Image Studio, your AI can apply large pixel edits from a file in your project instead of sending them all at once.
- Your AI can change the type of a scene's root node, keeping its children, groups and connections.
- Your AI can list your other Godot projects and read the files, scenes and scripts of one of them without touching the project open in Godot.
- Project Health checks more: broken or duplicate uids, leftover
.uidand.importfiles, input actions your code uses but never defines, autoloads pointing at missing files, export presets, git ignore rules for.godot/, physics tick rate and unused resources. - Your AI can type text into text fields in the running game.
- Seven new templates: state machine, scene transitions, audio manager, input remapping, quest tracker, interaction prompts and wave spawner. The seven existing templates got bug fixes.
- A new Support page in your dashboard, where you can open a ticket and follow the replies.
- When you create an account, you can choose to get the newsletter with product updates.
Improvements
- Image Studio costs fewer credits: most images now cost about a third less, and every size of a style costs the same.
- Project Health is clearer. Each problem has its own fix button, such as Enable add-on, Remove autoload or Delete leftover files, explains how to fix it in Godot, and tips no longer count as problems. Editor errors show what happened in the last few minutes, and references inside comments are no longer reported as missing files.
- Tools now refuse bad input with a clear reason instead of reporting success, for example a duplicate signal connection, a colour name Godot does not know, out of range tile positions or import settings that would break a texture.
- With two AI sessions in one editor, every scene edit says which scene it changed and can refuse when a different scene is open.
- Drag and drop now works in the running game, so your AI can test inventories, card games and other drag based UI.
- Your AI can click buttons by the text shown on screen, also when your game is translated.
- Clicking by text also finds buttons and clickable panels whose text sits in a label inside them.
- Script tests that wait for frames or signals now really wait before their checks are counted.
- Opening a scene right after closing another one now works the first time.
- The cookie banner on the website is smaller and explains each choice.
Fixes
- Script edits from your AI no longer get undone by a later save or play, and new exported properties show up in the Inspector right away.
- Scenes changed on disk are reloaded in the editor instead of being saved over with an older copy.
- Checking scripts no longer reports scripts the editor is using, such as tool scripts and other plugins, as broken.
- The project health report no longer lists file names your code builds at run time as missing files.
- The connection to Godot no longer shows as closed while the editor is open, for example after an export or with a second Godot window open. It now reconnects on its own, and the project status in the app matches.
- A running game can always connect to Godot, even with many AI sessions open. When a game still can't connect, your AI is told why and how to fix it.
- Editing a resource no longer breaks it after one of its scripts was moved or renamed, and a save that would drop references is undone.
- Setting a rotation, position or color no longer reports a failure when the value was applied.
- A value of infinity no longer makes a call hang, a scene can no longer be placed inside itself, and saving a branch as a scene keeps its signal connections.
- The health report no longer lists a moved file as missing when Godot still finds it. It suggests saving the scene again instead.
- Setting node properties checks that each value was really kept. New exported variables added to a script outside Godot are picked up first, and a property the node does not have is reported instead of counted as set.
- Include and exclude filters for an export preset now go where Godot reads them, so they really apply to the export.
- The example for a looping WAV sound now uses the right setting, so following it makes the sound loop.
- Watching a value in the running game no longer pauses the game or times out when the node is removed. Your AI is told the node is gone and gets the values collected so far.
- An export no longer interrupts the session with the editor you have open.
- Finding files accepts patterns like
*.tscn. - Opening the app a second time brings up the one already running instead of starting another copy.
- The app only shows an AI client as active when one is really connected, and its name goes away when it disconnects.
- Project Health no longer asks you to repair Codex, Claude Desktop, Zed or Antigravity when they are set up for another project.
- On macOS, setting up Zed now writes to the settings file Zed reads.
Lite 1.1.5
- The connection fixes: no more closed connection while Godot is open, and it reconnects on its own.
- Script edits stick, scenes changed on disk are reloaded, and checking scripts no longer flags scripts the editor is using.
- Smaller editor screenshots for a quick look.
- Your AI can list your other projects and read files in one of them without touching the project open in Godot.
- A clear message when too many AI sessions are connected to Godot.
- Setting a rotation, position or color no longer reports a failure when the value was applied.
- Setting node properties checks that each value was really kept, and picks up new exported variables added to a script outside Godot.
- Opening the app a second time brings up the one already running.
- The settings no longer show a license card that Lite doesn't use.
- On macOS, setting up Zed now writes to the settings file Zed reads.
More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte