41 Commits
Author SHA1 Message Date
admin e6a442c98b Merge branch 'main' of https://git.ranaze.com/null/promiscuity into main
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2026-05-21 18:31:00 -05:00
admin cce8fd3280 Adding ember character model to art directory 2026-05-21 18:30:32 -05:00
null ffee63dc57 feat: change camera rotation to be always active when mouse is captured
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2026-05-12 17:19:34 -05:00
null 2907fabe85 feat: add spreading mushroom to playground level 2026-05-12 17:06:23 -05:00
null 3f3136c453 Update GEMINI documentation to reflect Godot 4.6 and expanded project structure 2026-05-12 16:52:57 -05:00
admin 84afc199fa Removing unsued glb files to reduce repo footprint
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2026-05-12 15:46:19 -05:00
admin fecbefc15c Recommiting glbs for LFS
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2026-05-12 15:34:12 -05:00
pillboxstyx a9e546a121 Fireball, need to tweak the animation to get some grey at the end like the standing fire
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SHIFT + B
2026-05-04 23:59:26 -05:00
deifiedexile 98220921bd Add radial command menu for minions
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2026-05-01 12:24:54 -05:00
null 42750356b5 Merge pull request 'Refactored the pause menu to make it more consistent.' (#12) from pause_menu_refactor into main
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Reviewed-on: #12
2026-04-18 18:32:39 -05:00
null 753a34abd5 Refactored the pause menu to make it more consistent. 2026-04-18 18:31:05 -05:00
null 020ede82b6 Merge pull request 'Updated to Godot 4.6 and added .gitattributes file' (#11) from update_4.6 into main
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Reviewed-on: #11
2026-04-18 17:57:34 -05:00
null 25de3bf08e Updated to Godot 4.6 and added .gitattributes file 2026-04-18 17:56:24 -05:00
admin 67573fad26 Moving playground to its own menu option so main game can be worked on cleanly
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2026-04-15 20:06:09 -05:00
pillboxstyx 1b7d6af7f5 Forced move to godot 4.6
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Added a fire, might try doing fireballs next
2026-04-08 22:36:27 -05:00
admin ff1ebef34f Fixing strange blacking out of shadows issue
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2026-04-03 13:07:10 -05:00
Zeeshaun d4b780229d Updating world api nodeport
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2026-04-01 20:23:48 +00:00
Zeeshaun c718fb343d Kill switch
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2026-04-01 20:22:05 +00:00
Zeeshaun bed8e91bc0 Adding world workflow
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2026-04-01 19:58:15 +00:00
Zeeshaun 2bed6aae4f World microapi
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2026-04-01 19:53:18 +00:00
null 94473ab1b0 Merge pull request 'Added md files for gemini' (#10) from gemini into main
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Reviewed-on: #10
2026-03-28 17:00:28 -05:00
null 454001cca8 Added md files for gemini 2026-03-28 16:59:24 -05:00
admin 58f32e3f51 Creepy little follower
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2026-03-26 14:33:17 -05:00
admin a283969e4c Mailbox support + crafting api
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2026-03-26 09:36:42 -05:00
admin a8db66b93e Mail support
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2026-03-23 20:18:23 -05:00
admin aa99788268 Fixing BSON projection
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2026-03-23 18:45:52 -05:00
admin bca8e3374a Adding player sensing
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2026-03-23 18:39:08 -05:00
admin c596b760cf Fixing elevation seams
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2026-03-21 13:20:58 -05:00
admin f90de8a98b Adding elevation
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2026-03-21 13:09:41 -05:00
admin c5e692c051 Fixing drop/pickup stacking
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2026-03-20 13:18:22 -05:00
admin 525f9442c3 Adding Kenney UI and item management
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2026-03-20 13:11:47 -05:00
admin 038981d7b1 Speeding up visible location call
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2026-03-20 09:50:17 -05:00
admin 8ce6a05710 Keeping logic within microservice boundaries
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2026-03-20 09:11:44 -05:00
admin 1320e0a0ac Nudging the location inventory display location
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2026-03-19 17:33:28 -05:00
admin b8ce13f1d2 Adding inventory stacking and overflow to gather mechanic
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2026-03-19 17:24:10 -05:00
admin 69ff204c5d Fixing model mismatch
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2026-03-19 17:07:24 -05:00
admin 0fc023b75c Fixing gather bug
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2026-03-19 17:01:47 -05:00
admin 52a76625a3 Location error handling
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2026-03-19 16:54:06 -05:00
admin 82e4ae8a81 Merge branch 'main' of https://git.ranaze.com/null/promiscuity into main
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2026-03-19 16:44:12 -05:00
admin 1aefd5ba88 Adding interactable object spawning 2026-03-19 16:35:07 -05:00
admin 0b15fb02d2 Merge pull request 'gather' (#9) from gather into main
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Reviewed-on: #9
2026-03-19 13:49:11 -05:00
2876 changed files with 71364 additions and 3462 deletions
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# Set the default behavior, in case people don't have core.autocrlf set.
* text=auto
# Explicitly declare text files you want to always be normalized and converted
# to native line endings on checkout.
*.cs text diff=csharp
*.gd text
*.tscn text
*.tres text
*.json text
*.md text
*.xml text
*.yml text
*.yaml text
*.csproj text
*.sln text
# Declare files that will always have CRLF line endings on checkout.
*.bat text eol=crlf
*.ps1 text eol=crlf
# Denote all files that are truly binary and should not be modified.
*.png binary
*.jpg binary
*.jpeg binary
*.gif binary
*.ico binary
*.mov binary
*.mp4 binary
*.mp3 binary
*.wav binary
*.ogg binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.eot binary
*.pdf binary
*.zip binary
*.7z binary
*.import binary
*.uid binary
*.glb filter=lfs diff=lfs merge=lfs -text
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name: Deploy Promiscuity Crafting API
on:
push:
branches:
- main
workflow_dispatch: {}
jobs:
deploy:
runs-on: self-hosted
env:
IMAGE_NAME: promiscuity-crafting:latest
IMAGE_TAR: /tmp/promiscuity-crafting.tar
NODES: "192.168.86.72 192.168.86.73 192.168.86.74"
steps:
- name: Checkout repo
uses: actions/checkout@v4
- name: Build Docker image
run: |
cd microservices/CraftingApi
docker build -t "${IMAGE_NAME}" .
- name: Save Docker image to TAR
run: |
docker save "${IMAGE_NAME}" -o "${IMAGE_TAR}"
- name: Copy TAR to nodes
run: |
for node in ${NODES}; do
scp -o StrictHostKeyChecking=no "${IMAGE_TAR}" hz@"$node":/tmp/promiscuity-crafting.tar
done
- name: Import image on nodes
run: |
for node in ${NODES}; do
ssh -o StrictHostKeyChecking=no hz@"$node" "sudo ctr -n k8s.io images import /tmp/promiscuity-crafting.tar"
done
- name: Clean TAR from nodes
run: |
for node in ${NODES}; do
ssh -o StrictHostKeyChecking=no hz@"$node" "rm -f /tmp/promiscuity-crafting.tar"
done
- name: Clean TAR on runner
run: |
rm -f "${IMAGE_TAR}"
- name: Write kubeconfig from secret
env:
KUBECONFIG_CONTENT: ${{ secrets.KUBECONFIG }}
run: |
mkdir -p /tmp/kube
printf '%s\n' "$KUBECONFIG_CONTENT" > /tmp/kube/config
- name: Create namespace if missing
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl create namespace promiscuity-crafting --dry-run=client -o yaml | kubectl apply -f -
- name: Apply Crafting deployment & service
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl apply -f microservices/CraftingApi/k8s/deployment.yaml -n promiscuity-crafting
kubectl apply -f microservices/CraftingApi/k8s/service.yaml -n promiscuity-crafting
- name: Restart Crafting deployment
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl rollout restart deployment/promiscuity-crafting -n promiscuity-crafting
kubectl rollout status deployment/promiscuity-crafting -n promiscuity-crafting
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name: Deploy Promiscuity Mail API
on:
push:
branches:
- main
workflow_dispatch: {}
jobs:
deploy:
runs-on: self-hosted
env:
IMAGE_NAME: promiscuity-mail:latest
IMAGE_TAR: /tmp/promiscuity-mail.tar
NODES: "192.168.86.72 192.168.86.73 192.168.86.74"
steps:
- name: Checkout repo
uses: actions/checkout@v4
- name: Build Docker image
run: |
cd microservices/MailApi
docker build -t "${IMAGE_NAME}" .
- name: Save Docker image to TAR
run: |
docker save "${IMAGE_NAME}" -o "${IMAGE_TAR}"
- name: Copy TAR to nodes
run: |
for node in ${NODES}; do
scp -o StrictHostKeyChecking=no "${IMAGE_TAR}" hz@"$node":/tmp/promiscuity-mail.tar
done
- name: Import image on nodes
run: |
for node in ${NODES}; do
ssh -o StrictHostKeyChecking=no hz@"$node" "sudo ctr -n k8s.io images import /tmp/promiscuity-mail.tar"
done
- name: Clean TAR from nodes
run: |
for node in ${NODES}; do
ssh -o StrictHostKeyChecking=no hz@"$node" "rm -f /tmp/promiscuity-mail.tar"
done
- name: Clean TAR on runner
run: |
rm -f "${IMAGE_TAR}"
- name: Write kubeconfig from secret
env:
KUBECONFIG_CONTENT: ${{ secrets.KUBECONFIG }}
run: |
mkdir -p /tmp/kube
printf '%s\n' "$KUBECONFIG_CONTENT" > /tmp/kube/config
- name: Create namespace if missing
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl create namespace promiscuity-mail --dry-run=client -o yaml | kubectl apply -f -
- name: Apply Mail deployment & service
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl apply -f microservices/MailApi/k8s/deployment.yaml -n promiscuity-mail
kubectl apply -f microservices/MailApi/k8s/service.yaml -n promiscuity-mail
- name: Restart Mail deployment
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl rollout restart deployment/promiscuity-mail -n promiscuity-mail
kubectl rollout status deployment/promiscuity-mail -n promiscuity-mail
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name: Deploy Promiscuity World API
on:
push:
branches:
- main
workflow_dispatch: {}
jobs:
deploy:
runs-on: self-hosted
env:
IMAGE_NAME: promiscuity-world:latest
IMAGE_TAR: /tmp/promiscuity-world.tar
NODES: "192.168.86.72 192.168.86.73 192.168.86.74"
steps:
- name: Checkout repo
uses: actions/checkout@v4
- name: Build Docker image
run: |
cd microservices/WorldApi
docker build -t "${IMAGE_NAME}" .
- name: Save Docker image to TAR
run: |
docker save "${IMAGE_NAME}" -o "${IMAGE_TAR}"
- name: Copy TAR to nodes
run: |
for node in ${NODES}; do
echo "Copying image tar to $node ..."
scp -o StrictHostKeyChecking=no "${IMAGE_TAR}" hz@"$node":/tmp/promiscuity-world.tar
done
- name: Import image on nodes
run: |
for node in ${NODES}; do
echo "Importing image on $node ..."
ssh -o StrictHostKeyChecking=no hz@"$node" "sudo ctr -n k8s.io images import /tmp/promiscuity-world.tar"
done
- name: Clean TAR from nodes
run: |
for node in ${NODES}; do
echo "Removing image tar on $node ..."
ssh -o StrictHostKeyChecking=no hz@"$node" "rm -f /tmp/promiscuity-world.tar"
done
- name: Clean TAR on runner
run: |
rm -f "${IMAGE_TAR}"
- name: Write kubeconfig from secret
env:
KUBECONFIG_CONTENT: ${{ secrets.KUBECONFIG }}
run: |
mkdir -p /tmp/kube
printf '%s\n' "$KUBECONFIG_CONTENT" > /tmp/kube/config
- name: Create namespace if missing
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl create namespace promiscuity-world --dry-run=client -o yaml | kubectl apply -f -
- name: Apply World deployment & service
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl apply -f microservices/WorldApi/k8s/deployment.yaml -n promiscuity-world
kubectl apply -f microservices/WorldApi/k8s/service.yaml -n promiscuity-world
- name: Restart World deployment
env:
KUBECONFIG: /tmp/kube/config
run: |
kubectl rollout restart deployment/promiscuity-world -n promiscuity-world
kubectl rollout status deployment/promiscuity-world -n promiscuity-world
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.aider*
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@@ -0,0 +1,26 @@
# Promiscuity - Project Overview
This project is a multi-layered application consisting of a Godot-based game and a backend powered by .NET microservices and MongoDB.
## Project Structure
- `game/`: The Godot 4.6 game project.
- `microservices/`: ASP.NET Core 8.0 microservices providing backend logic (Auth, Character, Crafting, Inventory, Locations, Mail, and World).
- `.gitea/workflows/`: CI/CD pipelines for deploying microservices to Kubernetes.
## Core Mandates
- **Godot Development**: Follow guidelines in `game/GEMINI.md`.
- **Microservices Development**: Follow guidelines in `microservices/GEMINI.md`.
- **Infrastructure**: Deployment is handled via K8s. Dockerfiles are located in each microservice directory.
## Getting Started
- **Microservices**: Each microservice can be run individually or via the `micro-services.sln` solution file. They require a MongoDB instance (default: `mongodb://127.0.0.1:27017`).
- **Game**: Open `game/project.godot` in Godot Engine 4.6+.
## Shared Conventions
- **Naming**: Use PascalCase for C# (microservices) and snake_case for GDScript (game), as is idiomatic for each platform.
- **Documentation**: Maintain `DOCUMENTS.md` in microservice directories for API shapes and document models.
- **Communication**: The game communicates with microservices via HTTP/REST.
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@@ -18,5 +18,7 @@
- Sprint: Shift
- Interact (enter/exit car): E
- Flashlight: F
- Radial command menu: Q
- Fireball: Shift + B
- Phone: Tab
- Pause menu: Esc
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# Godot Game Development - GEMINI.md
This directory contains the Godot 4.6 game project for "Promiscuity".
## Core Mandates
- **Engine Version**: Godot 4.6 (Forward Plus).
- **Language**: GDScript is the primary scripting language. C# is enabled but used only when performance or specific library needs arise.
- **Naming Conventions**:
- Files/Folders: `snake_case.gd`, `snake_case.tscn`.
- Variables/Functions: `snake_case`.
- Constants: `SCREAMING_SNAKE_CASE`.
- Classes: `PascalCase`.
- **Autoloads**: Use the established singletons for global state and services:
- `AuthState`: JWT authentication and session.
- `CharacterService`: API calls for character management.
- `SelectedCharacter`: Tracking the currently active character.
- `QuestManager`: Game quest progression.
- `DialogSystem`: UI dialog and interaction.
- `TeleportState`: Handling transitions between levels.
- `MenuMusic` / `MenuSfx`: Audio management.
- `SimpleGrass`: Singleton for grass rendering.
- **Node Paths**: Prefer `unique names` (%NodeName) or `@onready` variables for node references. Avoid fragile string paths.
## Asset Pipeline
- **Models**: Blender files (`.blend`) and GLB files are supported. Blender integration is preferred for easy editing.
- **Audio**: Use `.ogg` for music/loops and `.wav` for short sound effects.
- **UI**: Themes are stored in `themes/`. Adhere to established UI patterns.
## Project Organization
- `scenes/`: Scene files and associated scripts.
- `Characters/`: Player and NPC scenes.
- `Levels/`: Game world/environments.
- `UI/`: Menus, HUDs, and UI components.
- `Interaction/`: Interactive objects and systems (e.g., RadialCommandMenu).
- `Projectiles/`: Projectiles like fireballs.
- `Quests/`: Quest-related scenes and logic.
- `Vehicles/`: Controllable vehicles.
- `CardGame/`: Minigame components.
- `assets/`: Raw assets (textures, models, audio).
- `addons/`: Third-party plugins (e.g., `simplegrasstextured`, `godot_mcp`).
## Best Practices
- **Signals**: Use signals for decoupled communication between nodes.
- **Resources**: Encapsulate data in custom `Resource` scripts for modularity.
- **Tool Scripts**: Use `@tool` carefully for editor-side logic.
- **Physics**: Use `_physics_process` for movement and interaction logic.
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[plugin]
name="Godot MCP"
description="A plugin to enable communication between Godot Editor and Model Context Protocol (MCP) clients."
author="Your Name"
version="0.1.0"
script="plugin.gd"
+140
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@@ -0,0 +1,140 @@
# Structure for addons/godot_mcp/plugin.gd
@tool
extends EditorPlugin
const SERVER_PORT = 6400
var server: TCPServer = null
var active_connections = []
var command_handler
func _enter_tree():
# Initialize the plugin
print("Godot MCP Plugin activated")
# Create command handler
command_handler = preload("res://addons/godot_mcp/command_handler.gd").new()
command_handler.set_editor_plugin(self)
# Start the TCP server
server = TCPServer.new()
var error = server.listen(SERVER_PORT)
if error != OK:
push_error("Failed to start Godot MCP Server on port %d: %s" % [SERVER_PORT, error])
return
print("Godot MCP Server listening on port %d" % SERVER_PORT)
# Add UI
add_control_to_bottom_panel(
preload("res://addons/godot_mcp/ui/mcp_panel.tscn").instantiate(),
"MCP"
)
func _exit_tree():
# Clean up the plugin when disabled
if server:
server.stop()
server = null
for connection in active_connections:
if connection.get_status() == StreamPeerTCP.STATUS_CONNECTED:
connection.disconnect_from_host()
active_connections.clear()
# Remove UI
remove_control_from_bottom_panel(get_editor_interface().get_base_control().get_node("MCPPanel"))
print("Godot MCP Plugin deactivated")
func _process(delta):
# Check for new connections
if server and server.is_connection_available():
var connection = server.take_connection()
if connection:
active_connections.append(connection)
print("New MCP connection established")
# Process existing connections
var i = 0
while i < active_connections.size():
var connection = active_connections[i]
# Check connection status
if connection.get_status() != StreamPeerTCP.STATUS_CONNECTED:
active_connections.remove_at(i)
print("MCP connection closed")
continue
# Check for incoming messages
if connection.get_available_bytes() > 0:
var data = _read_message(connection)
if data.size() > 0:
# Process the command
var response = _process_command(data)
# Send the response
_send_message(connection, response)
i += 1
func _read_message(connection):
# Read data from the connection
var data = PackedByteArray()
var bytes_available = connection.get_available_bytes()
if bytes_available > 0:
data = connection.get_data(bytes_available)[1]
# Attempt to parse as JSON
var json_string = data.get_string_from_utf8()
var json = JSON.new()
var error = json.parse(json_string)
if error == OK:
return json.get_data()
else:
print("Failed to parse JSON: ", json.get_error_message())
return {}
func _send_message(connection, data):
# Convert to JSON and send
var json_string = JSON.stringify(data)
connection.put_data(json_string.to_utf8_buffer())
func _process_command(data):
# Process the command and return a response
if data == null or typeof(data) != TYPE_DICTIONARY:
return {
"status": "error",
"error": "Invalid command format. Expected a dictionary."
}
if not data.has("type") or not data.has("params"):
return {
"status": "error",
"error": "Invalid command format. Expected 'type' and 'params' fields."
}
var command_type = data["type"]
var params = data["params"]
if command_type == "ping":
return {"status": "success", "result": {"message": "pong"}}
# Forward to command handler
var result = command_handler.handle_command(command_type, params)
# Check if result is valid
if result == null:
return {
"status": "error",
"error": "Command handler returned null result"
}
if result.has("error"):
return {"status": "error", "error": result.error}
else:
return {"status": "success", "result": result}
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uid://ddfhkiyge45tn
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# addons/godot_mcp/ui/mcp_panel.gd
@tool
extends Control
var status_label: Label
var port_field: SpinBox
var start_button: Button
var stop_button: Button
var log_display: TextEdit
func _ready():
# Set up references to UI elements
status_label = $VBoxContainer/StatusPanel/StatusLabel
port_field = $VBoxContainer/ConfigPanel/PortField
start_button = $VBoxContainer/ButtonPanel/StartButton
stop_button = $VBoxContainer/ButtonPanel/StopButton
log_display = $VBoxContainer/LogPanel/LogDisplay
# Initialize UI
port_field.value = 6400 # Default port
start_button.disabled = false
stop_button.disabled = true
# Connect signals
start_button.pressed.connect(_on_start_button_pressed)
stop_button.pressed.connect(_on_stop_button_pressed)
# Set initial status
update_status("Not running")
add_log_message("Godot MCP Plugin initialized")
func update_status(status_text: String, is_error: bool = false):
status_label.text = "Status: " + status_text
if is_error:
status_label.add_theme_color_override("font_color", Color(1, 0.3, 0.3))
else:
status_label.remove_theme_color_override("font_color")
func add_log_message(message: String):
var timestamp = Time.get_datetime_string_from_system()
log_display.text += "[" + timestamp + "] " + message + "\n"
log_display.scroll_vertical = log_display.get_line_count()
func _on_start_button_pressed():
# This function will be called from the plugin.gd script
# when the server is actually started
update_status("Running on port " + str(port_field.value))
start_button.disabled = true
stop_button.disabled = false
add_log_message("MCP Server started on port " + str(port_field.value))
func _on_stop_button_pressed():
# This function will be called from the plugin.gd script
# when the server is actually stopped
update_status("Stopped")
start_button.disabled = false
stop_button.disabled = true
add_log_message("MCP Server stopped")
# Function to be called from plugin.gd when a client connects
func on_client_connected():
add_log_message("Client connected")
update_status("Client connected")
# Function to be called from plugin.gd when a client disconnects
func on_client_disconnected():
add_log_message("Client disconnected")
update_status("Running (no clients)")
# Function to be called from plugin.gd when a command is received
func on_command_received(command_type, params):
add_log_message("Command received: " + command_type)
# Function to be called from plugin.gd when a response is sent
func on_response_sent(command_type, success):
var status = "Success" if success else "Failed"
add_log_message("Response sent for " + command_type + ": " + status)
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[gd_scene load_steps=2 format=3 uid="uid://dxvt86ck6b2a4"]
[ext_resource type="Script" path="res://addons/godot_mcp/ui/mcp_panel.gd" id="1_4g23r"]
[node name="MCPPanel" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_4g23r")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="StatusPanel" type="PanelContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="StatusLabel" type="Label" parent="VBoxContainer/StatusPanel"]
layout_mode = 2
text = "Status: Not running"
[node name="ConfigPanel" type="PanelContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/ConfigPanel"]
layout_mode = 2
[node name="PortLabel" type="Label" parent="VBoxContainer/ConfigPanel/HBoxContainer"]
layout_mode = 2
text = "Port:"
[node name="PortField" type="SpinBox" parent="VBoxContainer/ConfigPanel"]
layout_mode = 2
min_value = 1024.0
max_value = 65535.0
value = 6400.0
alignment = 1
[node name="ButtonPanel" type="PanelContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/ButtonPanel"]
layout_mode = 2
alignment = 1
[node name="StartButton" type="Button" parent="VBoxContainer/ButtonPanel"]
layout_mode = 2
text = "Start Server"
[node name="StopButton" type="Button" parent="VBoxContainer/ButtonPanel"]
layout_mode = 2
disabled = true
text = "Stop Server"
[node name="LogPanel" type="PanelContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[node name="LogDisplay" type="TextEdit" parent="VBoxContainer/LogPanel"]
layout_mode = 2
editable = false
wrap_mode = 1
@@ -12,4 +12,4 @@ _surfaces = [{
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}]
metadata/GodotVersion = "4.5-stable (official)"
metadata/GodotVersion = "4.6.2-stable (official)"
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blender/meshes/uvs=true
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blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
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UI Pack (2.0)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 12-06-2024
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
------------------------------
Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/
Follow on Twitter for updates:
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