# Godot MCP Studio changelog

Source: https://www.godotmcpstudio.com/changelog

Every release, newest first.

## 1.3.7: Drag and drop testing, script edits that stick, steadier connection

Released: 2026-10-14. Edition: pro & lite.

> 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 `.uid` and
  `.import` files, 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

## Image Studio: generation fixed, one price at every size

Released: 2026-10-01. Edition: pro.

> Quick, Studio and tile generations work again, Image Studio prices are now the same at every size, and the support chat asks before passing you to a person.

### Fixes

- Fixed Quick, Studio and tile generations failing with a message telling you
  to change the style or palette. Nothing was wrong with those requests, and
  your credits were always returned.
- If a generation can't run because of a problem on our side, the message now
  says so plainly instead of asking you to change your settings.

### Improvements

- Image Studio prices no longer depend on the canvas size:
  - Quick: 12 credits per image
  - Studio and tiles: 23 credits per image
  - Small pixel styles: 23 credits up to 128 px, 33 above
  - The first-person weapon style in Pro: 70 credits per image

  Small canvases cost more than before, large ones cost the same, and other
  prices are unchanged. The app always shows the exact price before you
  approve.

### On the website

- The support chat now asks before passing you to a person, keeps helping
  while you wait, and shows when someone from the team has joined.

More updates are on the way. Join the Discord server to follow along and tell
us what you need next: https://discord.gg/k4XXzEVKte

## 1.3.6: Hover testing, layout checks, smarter Image Studio requests

Released: 2026-10-01. Edition: pro & lite.

> Your AI can test hover effects and find UI that spills off screen, play-testing keeps working after renames and new scripts, and Image Studio catches requests that can't run before they reach Approvals. Lite 1.1.4 gets safer rules updates, clearer connections and the fixes.

### New

- New `game_find_layout_overflow` tool: your AI can find UI that is pushed off
  screen or out of its panel in the running game, see what caused it and how
  to fix it.
- Your AI can test hover effects in the running game. It sees which button or
  menu item is under the cursor, and it can also move your real mouse pointer
  there.
- When you start new artwork, Image Studio shows example requests you can copy
  and give to your AI.
- When a project has no rules or skills yet, the app offers to set them up the
  first time you open it. Nothing is installed until you choose, and you can
  turn these suggestions off.

### Improvements

- Image Studio checks every request from your AI right away and tells it
  exactly what to change, such as the camera angle, size or style. Requests
  that can't run no longer show up in Approvals.
- Requests waiting in Approvals that can no longer run are removed, and your
  AI is told why.
- When you make seamless tiles, only the styles that tile cleanly are offered.
- When a generation fails after you approve it, your AI is told the real
  reason and what to change, and the app shows what went wrong.
- For game art, your AI now uses Image Studio instead of writing its own image
  scripts. It asks you at most once whether to generate with credits or draw
  for free, and when you ask it to draw, it uses the free drawing tools.
- Your AI looks for the right tool before saying something can't be done, gets
  on with what you asked instead of waiting for a go-ahead, and checks each
  change it makes.
- When Godot isn't connected, your AI finds out why and tells you how to fix
  it, instead of only asking you to open the project.
- Your AI no longer tells you to switch to Full Control for jobs that need a
  small editor script. In Safe Edit, the app simply asks you first.
- Your AI now leaves the Godot MCP Studio add-on in your project alone, so it
  can't break its own connection to Godot.
- Your AI now reports tool problems to us on its own so we can fix them. These
  are short, general notes that never include your code, prompts or project
  details. The Settings switch is now called "Share skill usage insights" and
  only covers which skills your AI uses.
- Scripts your AI creates, renames or deletes are picked up before the game
  starts, so the game no longer fails with "Identifier not declared" for a
  class your AI just made. If it still happens, the error says what to do.
- Checking all scripts no longer gets stuck asking your AI to try again.
  Folders Godot ignores, such as a project inside your project, are skipped
  and listed.
- Your AI has fewer failed attempts when it sets positions, sizes and colors,
  in the editor or in the running game. If a value is wrong, it is told what
  to send instead.
- If you edited the Godot MCP Studio section of CLAUDE.md or AGENTS.md, a rules
  update now warns you in red, lets you copy your edits first, and keeps a
  backup of the old file.
- Skipping a rules update keeps it hidden until a newer one comes out, and the
  update banner no longer appears when there is nothing to change.
- Every AI app now gets all the tools. Setups made with an older version keep
  working.

### Fixes

- Fixed your AI losing touch with the running game after you renamed the
  project. If the game can't connect, your AI is now told why.
- Fixed multiplayer test runs ignoring the start options your AI gives each
  game window.
- Fixed the pointer jumping to the top left corner of the game when your AI
  moved or clicked the mouse without saying where.
- When two Godot projects are open and both try to use the same connection,
  the app now tells you, instead of connecting your AI to the wrong project.
- Your AI is told right away when an image sits in a folder Godot ignores,
  such as a hidden folder, instead of waiting for it to load.

### Lite 1.1.4

- The rules update warning, the backup of your edits and the quieter update
  banner. You can also turn update suggestions off.
- Your AI finds the right tool, gets on with the job, tells you why Godot
  isn't connected, no longer pushes you to Full Control, and leaves the Lite
  add-on alone.
- Fewer failed attempts when setting positions, sizes and colors on nodes.
- The fixes for two projects sharing one connection and for images in folders
  Godot ignores.

### On the website

- Support now runs on our own chat, right on the website. It answers right
  away, can show steps, tables and links, and passes you to a person when you
  need one. You can see when we have read your message and find your earlier
  chats in the same place.

More updates are on the way. Join the Discord server to follow along and tell
us what you need next: https://discord.gg/k4XXzEVKte

## 1.3.5: Overlapping inputs, close_scene, steadier image imports

Released: 2026-09-24. Edition: pro & lite.

> Your AI can hold several inputs at once while play-testing and close scene tabs, generated images keep importing in the background, and a round of editor fixes. Lite 1.1.3 gets the editor fixes and close_scene.

### New

- New `close_scene` tool: your AI can close an open scene tab in the editor.
- `game_simulate_sequence` can hold several inputs at once, so your AI can run
  and jump at the same time.
- Input sequences now play frame by frame inside the running game, so their
  timing is exact.
- Add `monitor` to `game_simulate_sequence` to watch a property, such as a
  player's position, while the sequence plays.
- When an Image Studio request is waiting to be imported, your AI is now told
  what is going on instead of waiting in silence.

### Improvements

- Generated images keep importing while the app window is in the background or
  covered by other windows.
- Download errors are clearer, and downloads retry on their own.
- Retry import is always there when an import gets stuck.
- An import that fails partway no longer leaves stray frame files behind.
- Your AI can now set properties that hold a list of values, such as colors,
  polygons, points and filters.
- Instancing a scene no longer duplicates its signal connections, and changes
  to nodes inside an instanced scene are now saved.
- The editor no longer fills the Output panel with "too many connections"
  messages, and it closes connections that stopped responding so a new session
  can connect.
- When an animation fails to generate, the message now tells you how to retry:
  give the sprite more room on a larger canvas.
- If you never confirm the email address on your account, we send a reminder
  after a day. Accounts still unconfirmed three days later are removed.

### Fixes

- Fixed the Auto-approval settings jumping back while you were changing them.
- Fixed `project_health_report` and `get_node_warnings` listing nodes as
  warnings just because they belong to a group.
- Fixed `set_node_properties` reporting text properties, such as the animation
  of an AnimatedSprite2D, as rejected even though they were applied.
- Fixed `game_simulate_sequence` promising sequences up to 12 seconds long when
  the limit is 8 seconds.

### Lite 1.1.3

- New `close_scene` tool.
- Setting properties that hold a list of values, the instanced scene fixes and
  the quieter editor connection from above.
- The Auto-approval settings fix and the `set_node_properties` fix.

More updates are on the way. Join the Discord server to follow along and tell
us what you need next: https://discord.gg/k4XXzEVKte

## 1.3.4: Approvals in the app, Cursor fix, multiplayer testing

Released: 2026-09-20. Edition: pro & lite.

> Moves Safe Edit questions into the app, fixes Cursor showing 0 tools, lets the AI test each instance of a multiplayer game, installs GodotSteam from the Asset Library, and ships macOS as Apple Silicon only.

### Fixes

- Fixed Cursor showing the server as connected with 0 tools.
- Cursor now gets the full tool set by default, like every other client.
- Fixed game instances started with `play_multiplayer` never connecting to the
  editor, so the game tools could not reach them.
- Fixed a game session ending on its own a few seconds after
  `play_multiplayer` started it.
- Fixed `arguments` and `instance_arguments` reaching the engine instead of the
  game, so `OS.get_cmdline_user_args()` returned nothing unless you added a
  `--` entry yourself. They now arrive as user arguments as documented, and a
  `--` you pass is still accepted.
- Fixed `check_all_scripts` and the health report always answering "still
  scanning, retry shortly" in a project that keeps another Godot project in a
  subfolder.
- Fixed the game tools losing contact with a running game after the project was
  renamed.
- Fixed `validate_script` reporting a Godot MCP Studio file as broken and
  printing errors in the editor.
- Fixed updates failing on an install whose license had lapsed. Updates now
  install in any license state; only the first download needs an active
  license.
- An install that was never activated now says so when it checks for updates,
  instead of reporting a failed update.
- Activating a license checks for updates right away.
- Fixed the app sometimes revalidating your license twice at startup, which
  made the second attempt fail and forced a recovery round trip.

### Approvals move into the app

- Safe Edit questions now appear in Godot MCP Studio with Approve and Deny,
  instead of in whichever AI client you happen to use. Keep the app running
  while you work and every client behaves the same way.
- This also fixes clients that answered the question themselves without showing
  it to you, which looked like an action being refused for no reason.
- Installing an add-on with native code asks here too, in every permission
  mode.
- If the app is not running, the question still goes to your AI client as
  before.
- A tool waits about 90 seconds. After that it says the approval is still
  waiting. The question stays in the app for an hour, so approve it whenever
  you get to it and ask the AI to run the tool again.
- Image approvals and editor approvals share one list, one count and one panel.
- One Auto-approval row now covers both. Pick what is allowed, how many and how
  long, and a long run of edits stops asking at every delete. Add-ons with
  native code are excluded unless you pick them, and image generation keeps its
  own credit limits.
- Lite gets this too.

### Server and updates

- The app checks that the MCP server on disk was built together with it. When
  they do not match, the server stays off and a Repair button installs the
  right one.
- After an app update, a running server hands over to the new version on its
  own once it is idle, so clients that keep the server open (Cursor does) get
  the new tools without restarting anything.

### Multiplayer testing

- `play_multiplayer` starts your game instances, and the AI can now work with
  each one: read its errors, take a screenshot, look at its scene tree, and
  send input to the instance you pick instead of only the last one started.
- Each instance can get its own launch arguments, and the first one can run
  headless as the host.
- `list_game_instances` shows what is running, and errors say which instance
  they came from.
- The multiplayer skill now follows this flow: one instance hosts, the others
  join, and replication is checked from the joining side.

### GodotSteam

- `install_addon` can install GodotSteam (Asset Library id 2445). The app
  checks the download comes from the GodotSteam project and asks you to confirm
  before anything is added, in every permission mode. Restart the editor
  afterwards.
- On Windows, installing an add-on with native code now warns you when the
  Godot editor keeps its own older copy of one of those libraries next to the
  editor executable. Windows loads that copy first, so the add-on's newer one
  never loads and Godot says it cannot open the dynamic library. The install
  result names the file and what to do about it. The Steam build of the Godot
  editor does exactly this with GodotSteam.
- Every regular GDScript addon installs as before.

### macOS builds are Apple Silicon only

- We no longer publish an Intel macOS build. Every Mac running Godot MCP
  Studio today is on Apple Silicon, so the Intel build was shipping to nobody
  while doubling the time each release takes to produce.
- Apple Silicon Macs are unaffected. Nothing about the app changes for them.
- If you need an Intel build, tell us and we will bring it back: message us
  through the support widget on the website, or on Discord at
  https://discord.gg/k4XXzEVKte

### Improvements

- The generated AGENTS.md and client rules are about half as long, with the
  same guidance in fewer words.
- `list_tools` explains which tools a reduced profile hides and how to switch.
- New `list_game_instances` tool, listed above under multiplayer testing.

More updates are on the way. Join the Discord server to follow along and tell
us what you need next: https://discord.gg/k4XXzEVKte

## 1.3.3: Image Studio fixes

Released: 2026-09-17. Edition: pro.

> Fixes Image Studio setup on some Windows PCs, adds reference images to the prompt, and makes pasting onto the canvas work.

### Fixes

- Fixed credits staying unavailable in Image Studio on some Windows PCs.
- If Image Studio can't finish setting up, the app now tells you why and lets you try again.
- Pasting an image with Ctrl+V now places it on the canvas.

### Improvements

- Add reference images right from the prompt: choose a file, drag one in, or paste it.

## 1.3.2: Image Studio sign-in fix

Released: 2026-09-17. Edition: pro.

> Fixes an error some Pro users saw when Image Studio set up a new device.

### Fixes

- Fixed "Could not save the device signing key securely" appearing when opening Image Studio on a new device.
- Fixed credits sometimes showing as unavailable right after activating Pro.

## 1.3.1: Image generation fix

Released: 2026-09-17. Edition: pro & lite.

> Image generation shows up in Image Studio again, and the app tells you about new updates on its own.

### Fixes

- Fixed image generation not appearing in Image Studio.
- The app now lets you know about new updates automatically.

## 1.3.0: Image Studio, templates, and expanded Godot tools

Released: 2026-07-28. Edition: pro & lite.

> Create pixel art, animations, and tile maps in Image Studio, build on reusable templates, and give your AI assistant more tools for your Godot project. Pro includes 80 starter generation credits.

### Image Studio

Added a workspace in Pro for creating and editing game art:

- Draw pixel art and raster artwork, import images, and edit selected regions.
- Move, nudge, copy, cut, paste, or delete selected pixels with rectangular and
  freehand selections.
- Paint masks, remove backgrounds, reduce palettes, clean edges, and rebuild
  artwork on its pixel grid. Drawing and local editing do not use credits;
  pixel-grid cleanup is also free.
- Generate characters, items, weapons, portraits, environments, effects, UI
  assets, maps, textures, concept art, and illustrated artwork.
- Choose the asset type, quality, art style, camera view, background, and seed.
- Use New image, Edit, Variations, Animate, Tiles, Cut out, Replace, and Extend
  from the Generate panel, with descriptions and examples.
- Choose one, two, or four variations, with Subtle, Balanced, or Bold changes.
- Match an artwork's colours to a reference image.
- Rotate, flip, resize, and slice sprite sheets.
- Organize named layers with visibility, opacity, blend modes, offsets, and
  ordering. Flatten into a new frame while keeping the source artwork.
- Resize, move, tab, float, or hide panels. Use keyboard controls for dock tabs,
  canvas tools, panning, brush size, saving, undo, redo, and zoom.
- Save artwork, masks, frames, and exports in a local library.

The canvas remembers its zoom and panel layout and warns before leaving unsaved
changes. New artwork opens with a frame ready to draw on.

### Animation and Tile Designer

- Create animation clips, reorder and duplicate frames, adjust playback speed,
  loop playback, and use onion skinning.
- Update a selected frame without duplicating it. Remove unused frame files
  when their timeline entries are deleted.
- Configure humanoid rigs with parented bones, IK, angle limits, pose keys,
  interpolation, and pixel skinning.
- Preview animation formats as moving examples.
- Import animated GIFs as individual frames and a timeline.
- Export sprite sheets, animated GIFs, PNG frame ZIPs, or Godot SpriteFrames
  from the Export menu.
- Design tiles, preview repetition, check seamless edges, and place tiles on a map.
- Let your AI client resize a tile map, place or clear cells on either layer,
  and inspect the result.

### AI-assisted artwork

Connected AI clients can create and inspect Image Studio projects, read pixels,
apply pixel patches, update palettes, import and transform assets, slice sheets,
configure clips and rigs, compose layers, and export artwork into Godot.

Added tools for tile-map editing, animated GIF import and export, and animation
ZIP exports alongside the project, pixel, animation, and generation tools.

Generation requests show their operation and credit cost in the desktop app.
They wait for approval unless you enable MCP auto-approval within your chosen
operation scope, per-request and session credit limits, and expiry. You can
pause local AI edits or reject pending requests. Unsaved desktop edits are
protected from concurrent agent writes.

Approved generations can finish after the editor closes and be recovered when
the matching artwork opens again. Online status explains connection issues
without disabling local editing.

### Credits and saved results

- Pro includes **80 starter generation credits**.
- Generation costs depend on the operation, size, and quality. The app shows
  the exact quote before a job starts; approved quotes retain their price until
  they expire.
- Buy additional credits in 250, 750, 2,000, or 5,000-credit packs.
- View your balance, usage, and top-ups in your account.
- Browse generated results with previews, prompts, dimensions, and downloads.
  Running jobs refresh automatically.
- Generated files remain available online for seven days by default. Save the
  results to your local library to keep them.

### Templates

Added a [Pro template library](https://www.godotmcpstudio.com/templates) of reusable Godot systems and addons.
Your AI client can find a template while working on a task, or use one you name,
then install and adapt it in the open project.

- Each template lists its purpose, Godot compatibility, license, and installed files.
- Signed file lists and checksums are verified before installation.
- Existing files are protected by default; overwrites follow your permission mode.
- Editor addons are labelled, including templates with editor scripts.
- Downloads require an active license and use temporary links.
- Archives are checked for unsafe paths, duplicate entries, unsupported files,
  and size limits before publication.
- New library entries appear without reinstalling the desktop app.

### Expanded Godot tools and guidance

Added tools for Themes, Curves, Gradients, popup menus, menu bars, option and item
lists, dialogs, SpriteFrames, animation tracks and keys, blend trees, TileSets,
terrains, visual shaders, and asset reimports. Resources stay editable in Godot.

AI clients can search the running server's tool catalog and load focused Godot
guidance for the task. Rules and skills include updated Godot 4.7 guidance for
GDScript typing, scene unique names, resource copies, movement, saves, UI, and audio.

Optional Pro agent diagnostics report tool problems and missing capabilities.
They can be disabled in Settings. Reports use limited metadata and sanitized
notes, with private-data checks and a 90-day retention period. Lite does not send
remote agent diagnostics.

### Project Health and setup

- Scan for addon and rules updates, missing resources, import errors, and AI client
  configuration problems. Review available repairs before applying them.
- Export a diagnostics bundle for support without project files or credentials.
- Set up Continue from the app, and use Cline's current configuration location.
- Removed Roo Code from client setup.
- Use the Windows tray or macOS menu bar to check server status, open the app,
  Image Studio or Settings, and start or stop the server.
- In Safe Edit, destructive actions and code execution require confirmation.
  If the AI client cannot show it, the action is refused. Full Control permits
  these actions without asking.
- Update rules and skills only in the selected project, preserving local edits.

### Fixes

- Fixed seeded generation requests being rejected.
- Improved mouse and trackpad zoom so individual scroll events do not double
  the canvas scale.
- Fixed running-game helpers in Godot 4.7 for UI interaction, errors, output,
  and viewport screenshots.
- Fixed connection checks reporting an unauthenticated editor bridge as ready.
- Removed credentials from logs and diagnostics exports.
- Reduced startup work by loading Settings, rules, update notes, and Image Studio
  when opened.
- Improved sign-up and email verification.

### Lite additions

Added inspection tools for Themes, Curves, Gradients, SpriteFrames, and TileSets.
Lite can also change a control's style or icon, assign a Theme, change a Theme
colour, and update an OptionButton list.

### Updating

Update the desktop app, then accept the addon refresh for your selected project
when offered. Image Studio and templates are included in Pro.

## Fresh landing page, and more on the way

Released: 2026-07-23.

> Homepage redesign, plus more Pro and Lite app updates coming soon.

### Fresh landing page

The homepage is redesigned: new layout, updated copy, and a clearer look at
features, permissions, and how Studio differs from other Godot MCPs.

### More coming for Pro and Lite

Bigger updates for both the **Pro** and **Lite** desktop apps are in progress,
including new tools and polish on Windows and macOS. Watch this changelog.

## Fix: Repair now works again

Released: 2026-07-20.

> The in-app server repair button works again.

### Repair now works again

Clicking **Repair now** in the desktop app now works as expected.

## Website update: Lite downloads stay available during GitHub outages

Released: 2026-07-20.

> Lite downloads now keep working when GitHub releases are briefly unreachable, and the download page explains temporary outages instead of looking empty.

### Lite downloads stay resilient

When GitHub's release service is briefly unavailable, Lite downloads no
longer disappear from the download page. We now fall back to the most recent
cached release so you can keep installing while GitHub recovers.

### Clearer outage messaging

If we genuinely cannot reach GitHub, the download page now says so plainly and
asks you to try again in a few minutes, instead of showing a generic
"build being prepared" message.

## Website update: smoother activation and downloads

Released: 2026-07-19.

> The website now follows device activation progress, supports safe retries, and helps Pro owners choose the right download.

### Easier device activation

Activating Pro on a new computer is now smoother and more dependable. While you
enter an activation code in the desktop app, your account page follows the
progress and shows the new device as soon as it is ready.

If your connection is briefly interrupted, you can safely try again without
using another device slot.

### The right download, with fewer mix-ups

Already own Pro? If you select a Lite download while signed in, we now give you
a quick heads-up and offer the matching Pro download instead. You can still
continue with Lite whenever that is what you intended.

## macOS support and smarter project setup

Released: 2026-07-19. Edition: pro & lite.

> Pro and Lite are now available on macOS, with new skills and a cleaner rules workflow.

### Added

- **macOS support for Pro and Lite**, with downloads for Apple Silicon and
  Intel Macs.
- **A new save-data skill for Pro and Lite** covering save games, settings,
  validation, backups, and recovery.
- **New audio and shader skills for Pro** covering sound, music, materials,
  visual effects, and debugging.
- **Separate Pro and Lite connections**, allowing both editions to work in the
  same AI client.

### Improved

- Rules and skills now check automatically when a project opens.
- Agent Rules has a cleaner layout with clearer update progress.
- App updates can finish client migration and offer the correct Godot add-on.
- Lite guidance is better matched to Lite tools.
- Pro guidance has improved resource and input workflows.

### Fixed

- Desktop app updates no longer conflict with rules and skills updates.
- Offline and unchanged rules checks now complete correctly.
- Lite no longer recommends Pro-only features.
- Lite migrations no longer modify Pro connections.
- Godot connection tests now report editor status accurately.
- Outdated MCP servers can now be repaired from the app.
- Rules and Skills controls remain visible while browsing agent cards.

## Better support and mobile navigation

Released: 2026-07-18.

> The website now has a more helpful customer-support widget, a cleaner mobile navigation menu, and refreshed legal pages with clearer payment and support information.

### Help is available across the website

Customer support has moved to Fernand. The new support widget is available
throughout the website, with quick links to the documentation, downloads,
changelog, and Discord community.

The widget follows the website's light or dark theme and offers more relevant
guidance depending on the page you are viewing, whether you need help signing
in, installing the app, configuring a client, or using your license.

### A better mobile menu

Website navigation is now easier to use on phones and smaller screens. The new
mobile menu gives pages and account actions more room, keeps important links
easy to reach, and adapts cleanly across screen sizes.

### Clearer legal and payment information

The Terms of Service, Privacy Policy, Refund Policy, and End User License
Agreement have been refreshed. They now describe Fernand as the website's
support provider and explain Polar's role as the Merchant of Record for paid
purchases, including payment, tax, invoicing, and refunds.

## Sign-up issue fixed

Released: 2026-07-18.

> A website authentication patch fixes the origin mismatch that could prevent account sign-up.

### Sign-up is working again

We shipped a website patch that fixes an authentication origin mismatch which
could block account creation on the `www` site with a 403 error. This was a
website-only fix and does not require a desktop app update.

Thank you for the report.

## 1.0.1: automatic Lite rules and skills

Released: 2026-07-17. Edition: lite.

> Lite projects now keep their installed AI rules and supported Godot skills current from the free web bundle, while preserving locally edited files.

### The Lite ruleset now stays current

Godot MCP Studio Lite now checks its free edition rule bundle whenever the desktop app opens one of your projects. Rules and supported Godot skills that Studio installed update automatically when a newer bundle is available.

New Lite-compatible skills can now arrive without another desktop release. They are added only for AI clients you already configured.

### Safe around project changes

Locally edited rule and skill files remain untouched. Retired files are removed only when their content still matches the version Studio installed, and an offline project continues using its current files.

## 1.1.1: automatic agent rule and skill updates

Released: 2026-07-17. Edition: pro.

> Installed AI rules and Godot skills now stay current when you open a project. New skills can arrive from the licensed web bundle without a desktop-app update, while locally edited files remain untouched.

### Skills no longer wait for an app release

Godot MCP Studio already delivers the full edition's current agent rules and skills from a licensed web bundle. It now completes that system by checking the bundle whenever the desktop app opens one of your Godot projects.

If a newer bundle is available, the app updates the rules and skills it installed before. Newly published skills are added automatically for the AI clients you already set up, so adding a new Godot playbook no longer requires a new desktop build.

### Your edits are preserved

Automatic sync only manages files installed by Godot MCP Studio. Each project keeps a private record of the bundle version and the exact content the app last wrote.

- Unchanged managed files update automatically.
- Locally edited rules or skills are left untouched.
- A skill retired from the web bundle is removed only when its local file was never changed.
- If the computer is offline, the current project files stay as they are. Manual installs can still use the embedded fallback.

The result is a live ruleset without turning project files into disposable generated output.

## 1.1.0: a free Lite edition

Released: 2026-07-17. Edition: pro.

> There is now a free Lite edition of Godot MCP Studio. Download it, connect your AI client to the real Godot editor, and try the workflow before buying the full edition.

### A free Lite edition

Godot MCP Studio Lite is here. Download it for free, open your project, and connect your AI client to the real Godot editor with no account and no purchase. Lite ships a focused set of tools and the same three permission modes as the full edition, so anyone can try the workflow before buying.

It installs alongside the full edition without conflict, and it updates on its own track, so a Lite update never touches a full-edition install and vice versa.

See the [Lite launch post](./013-lite-edition) for what is included and how to get it.

### Codex CLI support

The app now configures Codex CLI automatically, alongside Claude Code, Cursor, and Cline. Point it at Codex and the bridge is wired up.

### Rules and skills can ship from the web

The full edition's Agent rules installer now downloads the current licensed rules and Godot skill bundle instead of depending only on the copy embedded in the desktop build. That lets us improve a rule or publish a new skill without waiting for another desktop release. The embedded bundle remains available as the offline fallback.

### Getting 1.1.0

The desktop app updates itself. If you are on 1.0.x you will be offered 1.1.0 automatically. New buyers get 1.1.0 and every 1.x release after it.

### Platforms

Windows is available now. macOS is coming soon, right after it is tested on a Mac, included with your license at no extra cost.

## Godot MCP Studio Lite: a free edition

Released: 2026-07-16. Edition: lite.

> A free, license-free edition you can download and use without an account. Lite ships a focused set of tools with the same safe permission modes, so you can connect your AI client to the real Godot editor and try the workflow before buying the full edition.

### Godot MCP Studio Lite

There is now a free edition. Download it, open your project, and connect your
AI client to the real Godot editor. No account, no license, no purchase.

Lite is a separate app and a separate editor addon, so it installs alongside
the full edition without conflict.

### What's included

- A focused set of tools: read and edit your project files, work with the scene
  tree and nodes, read and write scripts, inspect signals, groups, and class
  documentation, and run the editor-scripting escape hatch.
- The same three permission modes as the full edition: Read Only, Safe Edit, and
  Full Control. Lite is not locked to read-only; you choose what your agent may
  touch.
- The same local-first design: a local server and an editor addon. Your project
  stays on your machine.
- Works with the same AI clients: Claude Code, Cursor, Cline, Codex, Gemini CLI,
  and more.

### What the full edition adds

The full edition unlocks the complete tool catalog, including the animation,
audio, particles, physics, shader, tilemap, navigation, and export tooling, the
live in-game control and testing tools, asset-library installs, and the
error and diagnostic reading tools that find and read your project's problems.

### Get it

Head to the download page and grab Lite for free, or buy the full edition to
unlock every tool.

## 1.0.3: reinstall without re-activating

Released: 2026-07-15. Edition: pro.

> Reinstalling on a device you already activated no longer asks for a new device code. The app recognizes the device and restores its license automatically, without using another seat. Plus a new startup screen and an update prompt that shows before activation.

### Fixed

- Reinstalling the app (or clearing its data) used to make you enter a device code again, even on a device you had already activated. Now the app recognizes the device and restores its license automatically on launch, with no code and without counting against your device limit.
- The update prompt now appears before activation too, so an out of date app can update itself even if it is not activated yet.

### Improved

- A cleaner startup screen while the app loads.
- The server version check now also flags a server binary that is too old to report its version, not just one with an older number.

## 1.0.2: server version guard

Released: 2026-07-15. Edition: pro.

> The app now notices when its bundled server file is older than the app and offers a one-click fix, and it shuts down the server it started when you close the app. This prevents an older server from quietly showing fewer tools.

### Fixed

- If a past update left an older server file behind (for example the installer's file was locked and Ignore was chosen), some AI clients would connect to that old server and see fewer tools than the app actually ships. The app now reads the server file's version, and when it is behind, shows a clear "Server is out of date" warning with an "Update now" button that repairs it.
- Closing the desktop app now stops the server it started, so no server process is left running in the background or holding its own file locked.

### If a client is showing fewer tools

Open the desktop app. If you see the "Server is out of date" warning, click "Update now" and follow it. Then fully restart your AI client (for example Cursor) so it reconnects and reloads the full tool list.

## 1.0.1: launch fixes

Released: 2026-07-14. Edition: pro.

> Fixes from the first days of the 1.0 launch. A quieter editor bridge, a Windows updater that no longer fails on a locked file, and a manual "Check for updates" button in Settings.

### Fixed

- The Godot editor no longer prints repeated connection log lines while the desktop app checks the bridge status, and an editor error that could show up during those checks is gone. The dock still shows the full log; the editor Output console just stays quiet.
- The Windows updater could fail with "error opening file for writing" on the server binary when a new version installed over a running one. The app now stops its local server before installing, so the file is free to be replaced.

### Added

- A "Check for updates" button in Settings, for the rare case where a new version does not appear on its own. It checks, downloads, and installs in place.
- One-click addon updates. The editor addon now carries the same version as the app, and when your project's addon is behind, the desktop app shows an "Addon update available" prompt with a single Update button. No more stale addon after the app updates.

### If you updated from an older build

Open the desktop app on your project once and click Update on the addon prompt, then reload the Godot editor. That brings the addon in your project up to date with the app and clears any bridge errors from the older version.

## 1.0.0: the first stable release

Released: 2026-07-14. Edition: pro.

> Godot MCP Studio is out of early access. A full first-person game was built end to end in one session to prove the toolset, and the rough edges that run surfaced are fixed. Auto-update is live for every 1.x release.

### 1.0.0 is here

Godot MCP Studio is now a stable 1.0 release. To prove it, a complete first-person game (a lit temple you escape while stone guardians hunt you with real navigation pathfinding) was built start to finish in a single session: scene, atmosphere, level, navigation, player controller, enemy AI, win and lose states, HUD, and a designed title and pause menu, all authored in the editor and verified by actually playing it. Every buyer of 1.0.0 gets all 1.x updates.

### Fixed from real use

Building that game surfaced a handful of rough edges, all now fixed:

- Creating a material into a folder that does not exist yet now creates the folder first, instead of failing to save.
- Environment tonemapping is applied correctly, so filmic and ACES looks work as expected.
- You can now set nested and sub-resource properties in one call, for example a `WorldEnvironment`'s background mode, with a clear error when part of the path is missing.
- Play-test input sequences are more reliable: they are bounded so a long sequence can no longer time out mid-run, with guidance to drive sustained movement as separate press and release steps.
- Pause menus can now return to a main menu on Quit instead of only exiting, and the pause toggle keeps working while the game is paused and under simulated input.
- Navigation agents are named to match their type for cleaner scenes.

### Platforms

Windows is available now. A macOS build is coming soon, right after it is tested on a Mac. It is included with your license at no extra cost, and it is not a long wait.

### Auto-update

The desktop app updates itself. From this release forward, every 1.x build is delivered automatically, so you stay current without reinstalling.

### Just the beginning

1.0.0 is a starting line, not a finish line. New tools, more guides, and fixes keep coming, and every one of them lands in your 1.x updates. Tell us what you want to build next.

## Multiplayer, addon installs, and health checks

Released: 2026-07-14. Edition: pro.

> One-call multiplayer setup, Asset Library search and installs, a project health check, IK chains and bone-map retargeting, text descriptions for AI clients that can't see screenshots, guides served over MCP, automatic script reload, and a clearer connection flow. 279 tools.

### Multiplayer

- `create_multiplayer_setup` builds a complete networking starting point in one call: a host/join manager registered as an autoload plus a player spawner wired into your scene, all using Godot's built-in high-level multiplayer.
- A new multiplayer guide teaches agents authority, RPCs, spawners, synchronizers, and how to verify replication by launching several game instances. It also covers Steam-based multiplayer and when an addon like GodotSteam is needed.

### Addons and plugins

- Agents can now search the official Godot Asset Library (`search_asset_library`) with license and compatibility info in the results.
- `install_addon` downloads an addon from the Asset Library and installs it safely: the install is staged, unsafe archive paths are rejected, and addons that ship native binaries are never auto-installed; the agent explains how to install those manually instead.
- `list_plugins` and `enable_plugin` let agents see what is installed and turn plugins on or off without leaving the conversation.

### Rigging and animation

- `add_ik_chain` sets up inverse kinematics so a bone chain reaches a target, using Godot's current IK solvers (two-bone, CCDIK, FABRIK, jacobian). Point an arm or leg at a target node in one call.
- `auto_bone_map` reads a skeleton, matches its bones to the standard humanoid profile, and reports exactly which required bones are missing, so retargeting imported animations to a new character stops being guesswork.

### Works without screenshots

- `describe_scene_visual` and `game_describe_screen` describe your editor scene and running game as structured text: what is on screen, where, its size, color, and text. AI clients whose model cannot view images now get the same information a screenshot would give.

### Fewer errors, verified work

- `project_health_report` checks every script, node warning, editor error, and dependency cycle in one call. Agent instructions now require a health check every few edits and forbid stacking new features on top of broken ones.
- A new play-testing guide teaches agents to verify features like a QA tester: simulate input, click menus, assert state, watch runtime errors continuously, and keep regression replays.
- `godot_guide` serves every best-practice guide directly over MCP, so clients that do not support skill files get the same guidance.
- Scripts edited by your AI now reload in the editor automatically; no more clicking through the "files changed on disk" dialog.

### Clearer setup and status

- The desktop app now shows whether the Godot editor bridge is reachable and which AI client is connected, live. The editor panel shows the connected client by name too.
- Client configuration is now generated only after your bridge token is saved, so a half-configured client can no longer fail with a confusing timeout. The app walks you through the right order.
- The agent-rules installer now includes every available guide for Claude Code, Codex, and Antigravity bundles.

## Gameplay tools and safer setup

Released: 2026-07-13. Edition: pro.

> Better raycast testing, clearer Godot errors, safer Windows setup, and new guides for controllers, combat, navigation, and animation. 268 tools.

### Build and test gameplay

- `game_raycast_3d` lets agents test hitscan weapons, bullet paths, and line of sight against the running game's physics world.
- `game_call_method` handles lists of values more reliably, including numeric arguments.
- `list_tools` makes all 268 tools searchable, so agents can find the right tool without guessing its name.

### Better Godot results

- New character-controller guidance covers movement, jumping, mouse look, slopes, collisions, and repeatable play-tests.
- New combat guidance covers hitscan weapons, physical projectiles, damage, tracers, impacts, and blocked targets.
- New navigation guidance covers pathfinding, pursuit, patrols, and obstacle avoidance.
- New animation guidance covers state machines, blending, transitions, root motion, and gameplay-driven animation.
- Project instructions now point each AI client to the right guide for the task and keep advice appropriate for GDScript or C#.

### Setup and debugging

- The customer dashboard now puts license status, devices, setup, and downloads first, with a compact review flow.
- Prices and active discounts now refresh automatically, so an expired offer is not left on the site.
- Your account now shows its activated computers, recent license check, app version, and seat usage. You can revoke a computer without contacting support.
- Desktop license settings now show the account name and email instead of an internal user ID.
- Desktop errors now show a clear explanation instead of raw API data.
- Debugger results now include timestamps, source locations, and call stacks, with filters that make the useful errors easier to find.
- Script checks are more accurate and avoid false duplicate-class warnings.
- Windows setup protects existing AI-client configuration and creates a backup before making changes.
- The Windows installer now has Godot MCP Studio artwork, the correct app icon, and a Start Menu folder.
- Public pages now clearly label the current release as an early build while Windows and macOS signing is in progress.
- New scene-bridge and permission artwork makes the site easier to scan without distracting from the product.

## Build 7TQ4WN

Released: 2026-07-12. Edition: pro.

> The AI can now play-test like a player, and audit like a lead. Timed input combos, clicking menus by text, input recording and replay, screenshot diffs, project-wide refactors, and dead-asset detection. 265 tools.

### Play-testing

The running game grew a full verification loop, so an agent can build a feature, play it, and prove it works in one session. Everything here is real simulated input and live state reads; nothing writes game code.

- `game_simulate_sequence` runs timed multi-step input: combos, move-then-jump chains, and menu flows, with per-step hold and delay timing plus wait steps.
- `game_find_ui` maps every clickable control on screen (buttons, inputs, sliders) with text, position, and state. `game_click_ui` then presses a button by its visible text through a real mouse press and release.
- `game_wait_for_node` syncs on spawns, scene changes, and opening UI before asserting, and `game_assert_property` turns property checks into pass/fail results (eq, gt, contains, and friends).
- `game_start_input_recording` and `game_stop_input_recording` capture a real play session with timestamps; `game_replay_input` reruns it with the original timing as a regression test.

### Depth for particles, navigation, and audio

- `set_particle_color_ramp` gives particles a serialized color-over-lifetime gradient, and `set_particle_process` now controls direction, spread, velocity ranges, and emission shapes. The VFX presets gain rain and snow, and `get_particle_info` reports the full material configuration.
- `set_navigation_layers` manages navigation and avoidance bitmasks on regions, agents, links, and obstacles, accepting layer numbers or raw masks.
- `get_audio_info` audits every audio player in a subtree: stream, bus (flagging buses that don't exist), volume, and autoplay.

### Analysis and refactoring

- `find_unused_resources` finds assets, scenes, and resources that nothing references, and `detect_circular_dependencies` finds dependency cycles between scenes and resources. Both work with the editor closed.
- `diff_images` compares two captures pixel by pixel: changed ratio, the changed region's bounding box, and an optional saved diff mask.
- `batch_get_properties` reads the same properties from many nodes in one call, and `set_property_across_scenes` applies a property change to every matching node across every saved scene (open scenes are skipped and reported).

### Updates

- The update feed now picks the highest version among published releases instead of the most recently created one, so a hotfix published for an older line can never be served as the latest build. Patch and hotfix releases (1.2.1 style) flow through the auto-updater like any other update.
- The license terms spell out versioning: every v1.x release is included whatever its shape, and if a paid v2 ever ships, v1.x owners get discounted upgrade pricing while v1.x keeps receiving fixes through a transition period.
- Agent workflow rules teach the new play-testing loop and the analysis tools, and the generated tool listing now covers all 265 tools.

## Development update: Editor-native authoring

Released: 2026-07-12. Edition: pro.

> Visual work now stays in Godot scenes and resources. UI, textures, materials, minimaps, day and night cycles, and signal wiring are visible and editable before Play.

This is a development update, not a release.

### Fixes

- Day and night cycles now use a serialized AnimationPlayer instead of a generated process script.
- Minimap rigs now use SubViewport, Camera3D, and RemoteTransform3D nodes instead of a generated follow script.
- Texture and material assignments now store real Godot resource references and participate in editor undo.
- Generated menu scenes now save their button and settings signal connections correctly.
- The demo HUD no longer creates labels, anchors, or theme overrides in `_ready()`. Its complete layout and styling are stored in the scene.

### Updates

- Agent rules now require UI, themes, icons, fonts, textures, materials, lights, environments, collision, and navigation to be visible in the editor before Play.
- Animation, cinematics, skeletons, rigging, kinematics, physics, particles, shaders, and audio now have the same editor-native requirement.
- Scripts are reserved for behavior that cannot be represented by nodes, resources, signals, animation tracks, or project settings.
- Gemini CLI, Windsurf, and Antigravity now receive native project instruction files alongside Codex, Claude Code, Cursor, Cline, and GitHub Copilot.
- Agent rules are now installed as focused files per topic (project context, MCP workflow, safety, and Godot patterns) instead of one combined document, for clients with a rules directory.
- New Godot pattern rules teach agents production architecture and GDScript habits: composition with signals, state machines, autoload discipline, resource-based data, object pooling, and allocation-free hot paths. C# projects receive the architecture rules without the GDScript-specific ones.
- New agent skills ship alongside the rules: `godot-patterns` (game systems and GDScript performance) and `godot-ui` (Control-based screens, themes, and focus navigation). Claude Code receives them in `.claude/skills/`, and agent-standard clients like Codex and Antigravity in `.agents/skills/`, so agents load the right playbook on demand.
- Desktop rule setup is grouped by agent, so one choice installs the complete ruleset for that client.
- Runtime tools are verification tools. They do not replace saved editor changes.
- Menu builders remain optional starter scaffolds. Their scene trees are editable, and their visual design can be replaced when a game has a defined art direction.

### Additions

- `assign_theme` applies an external Theme resource to a Control through editor undo.
- `set_control_icon` assigns imported textures to button icons with serialized alignment and sizing options.
- `set_control_style` and font assignment now use Godot editor undo.

## Build 4D7QH3

Released: 2026-07-12. Edition: pro.

> Third-person cameras, collision from any mesh, global illumination, shape casts, and import controls. Plus AI rules files that always match the shipped tools.

### What's new

#### Six new tools (221 to 226)

- `add_spring_arm`: a SpringArm3D camera boom with an optional Camera3D child. The third-person camera in one call.
- `add_mesh_collision`: generate trimesh or convex collision for any MeshInstance3D, including imported glTF/FBX models.
- `add_global_illumination`: VoxelGI (realtime) or LightmapGI (baked) for bounced light.
- `add_shape_cast`: thick raycasts for melee sweeps and ground checks, 2D and 3D.
- `set_import_options`: change an asset's import parameters and reimport, like making a WAV loop.
- `add_polygon_2d` fill shapes joined the catalog earlier today.

### Improvements

- The AI rules files (`AGENTS.md`, `CLAUDE.md`, Cursor rules, Cline rules, Copilot instructions)
  are now generated from the server source, so they always list every tool the binary ships and
  can never drift out of date.
- The "How to work" guidance in those files got a full rewrite: discover the API instead of
  guessing it, build with one-call tools, pass vectors as JSON arrays, and verify changes by
  actually playing the game.
- Buying now goes through a clear agree-to-terms step before checkout.

Builds carry unique ids until release; semantic versioning starts at 0.1.0.

## Build 3M2WE9

Released: 2026-07-12. Edition: pro.

> Twenty new tools for making games look, sound, and feel right. Sprite-sheet animation, shader and material presets, terrain, prop scattering, skeleton rigs, and audio effects. The addon now updates itself.

### What's new

#### Creative tools

- `add_sprite_frames`: cut a sprite sheet into named animations on an AnimatedSprite2D in one call.
- `add_shader_preset`: ready-made 2D shaders (outline, flash, dissolve, scroll, grayscale, wave).
- `create_material_preset`: one-word materials (metal, chrome, plastic, rubber, glass, emissive, toon, unshaded).
- `add_text_mesh`: 3D text with size, depth, and color.
- `create_terrain`: noise-displaced terrain with optional collision, from a seed.
- `set_csg_operation`: carve and combine level geometry (union, subtraction, intersection).

#### Worldbuilding

- `scatter_multimesh`: hundreds of trees, rocks, or props in one node, from a seed.
- `add_polygon_2d` and `add_collision_polygon`: draw shapes and their colliders from points.
- `add_navigation_link` and `add_navigation_obstacle`: jumps, ladders, and things agents route around.
- `create_audio_randomizer`: pitch- and volume-varied sound effects that never repeat.
- `rename_animation`.

#### Editor workflow (201 to 221 tools)

- `create_skeleton`, `add_bone`, `set_bone_rest`: build and edit Skeleton3D rigs bone by bone.
- `replace_node_type`: the editor's Change Type. Swap a node's class and keep children, groups, and compatible properties.
- `set_unique_name`: mark nodes for `%Name` access from scripts.
- `set_physics_material`: friction and bounce for ice, rubber, and game feel.
- `add_bus_effect`: reverb, delay, distortion, compressor, and more on any audio bus.

#### Automatic addon updates

The desktop app now refreshes the editor addon in your project whenever it ships
a newer version. Update the app and every project gets the new tools on open,
with no manual reinstall.

### Improvements

- One-click client setup now covers Antigravity, Cline, and Windsurf.
- In-app updates authenticate with your license, so downloads work without a
  browser session.
- This changelog loads entries in pages, so it stays fast as updates pile up.

## Build 2R8VQ5

Released: 2026-07-11. Edition: pro.

> Forty-one new tools for building whole games from the editor. UI, prefabs, materials, particles, paths, lighting, and multiplayer, plus the public roadmap.

### What's new

The tool surface grew from 154 to **201 live editor tools**. Highlights:

#### UI
- `add_ui_container`, `set_control_style`, `set_texture_rect`, `add_progress_bar`, `wire_button`, `load_font`, `set_camera_limits`.

#### Prefabs & 3D
- `save_branch_as_scene` (Godot's Save Branch as Scene), `add_raycast`, `look_at_node`, `set_collision_layers_by_name`.

#### Materials & visuals
- Richer `create_material` (albedo/normal textures, transparency, cull mode), `set_material_property`, `set_environment_effects`.

#### Composition & world
- Paths and `add_path_follow`, `add_marker`, `add_remote_transform`, `add_line2d`, `add_gridmap`, `add_decal`, `add_reflection_probe`, `add_canvas_modulate`, 2D lights and occluders, `add_parallax`, `add_subviewport`, `add_bone_attachment_3d`.

#### Particles, navigation, animation
- `add_gpu_particles_preset` (muzzle flash, explosion, sparks, smoke, fire), `add_particle_collision`, `bake_navigation`, `add_tween_animation`, `add_state_machine_script`, `add_curve`, `add_gradient`.

#### 3D models & skeletons
- `get_skeleton_info`, `set_bone_pose`, `reset_bone_poses`, `get_mesh_info`, `set_blend_shape`, `list_model_animations` (works on imported glTF/FBX models).

#### Multiplayer & debugging
- `add_multiplayer_spawner`, `add_multiplayer_synchronizer`, `game_get_collision_report`, `game_capture_gif`, `game_set_debug_draw`.

### Improvements

- Fixed Vector/Color values being dropped when set through the MCP layer (affected every property, camera, light, and body placement).
- Screenshots now save to disk and stream the path, fixing large-frame timeouts.
- A public [roadmap](https://www.godotmcpstudio.com/roadmap) so you can see what's shipped, in progress, and planned.

See the full [tool catalog](https://www.godotmcpstudio.com/tools) for every tool by category.

## Build 1K4TX0

Released: 2026-07-08. Edition: pro.

> The first working build. One-click setup, a local Rust MCP server, the live editor bridge, and server-enforced permission modes.

### What's new

- **One-click setup** desktop app for connecting AI clients to Godot.
- **Local Rust MCP server** (`godot-mcp-studio-server`) with static and live tools.
- **Live editor bridge**: read the scene tree, editor log, and screenshots.
- **Server-enforced permission modes**: Read Only, Safe Edit, Full Control.
- **Config generation** for Claude Desktop, Claude Code, Cursor, Cline, Windsurf, and VS Code.
- **AI instruction files**: generate `AGENTS.md`, `CLAUDE.md`, and Cursor rules.
- **Signed license activation** with offline grace.
