Stealth Cymbal #3

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notid merged 10 commits from stealth-cymbal into master 2026-04-29 16:56:44 -07:00
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notid added 9 commits 2026-04-29 16:20:29 -07:00
Provides a convenient way to identify the current room at runtime by
extracting the room name from the scene script's resource path, rather
than relying on node names (which are always 'background').
When eval receives invalid GDScript, script.reload() triggers a debugger
break that halts the game loop permanently (especially with LocalDebugger
which doesn't respect skip_breakpoints). Two-layer defense:

1. On startup, attempt to disable debugger breaks via
   EngineDebugger.send_message (works for RemoteDebugger)
2. When debugger is unsafe (LocalDebugger), validate eval code in an
   external headless Godot process before executing it in-process
Replaces click-based navigation with mock_interact(0) on TransitionPiece
nodes, adds get_current_room_name() verification pattern, and documents
the MCP busy protocol for walk animation timeouts.
Transition target UIDs in .tscn files updated to match the current .uid
files for each room, fixing broken scene transitions caused by stale UIDs.
Register the local Godot MCP server and fix playwright indentation.
The MCP interaction server lives in scripts/mcp_interaction_server.gd;
the root-level copies and test file are obsolete.
Python script to fix stale scene UIDs by matching transition targets
to the current .uid files.
Replace raw eval JSON with godot_game_call_method for checking current room,
matching the actual Godot MCP tool interface used in practice.
notid added 1 commit 2026-04-29 16:54:06 -07:00
Comprehensive code review findings:
- 23 total findings (2 P1, 9 P2, 12 P3)
- Key issues: UID mismatch in kq4_004_ogres_cottage, missing tests
- Verdict: Ready with fixes
notid merged commit 80957641bd into master 2026-04-29 16:56:44 -07:00
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Reference: notid/ai-game-2#3