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fix and feat: use spawn instead of exec and log to stderr, and add new command capture_screenshot#51

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matheus-junio-da-silva wants to merge 6 commits intoCoding-Solo:mainfrom
matheus-junio-da-silva:main
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fix and feat: use spawn instead of exec and log to stderr, and add new command capture_screenshot#51
matheus-junio-da-silva wants to merge 6 commits intoCoding-Solo:mainfrom
matheus-junio-da-silva:main

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When I tried using MCP in antigravity I encountered many problems, here's the solution that worked for me.

ethandaviessmith and others added 6 commits October 22, 2025 14:17
Enables scene structure analysis for any Godot project without script compilation dependencies, automatically expanding nested scenes.

Technical Implementation
Text-Based Parser: Uses direct .tscn file parsing instead of ResourceLoader.load() because headless mode lacks autoloads and script compilation errors occur before GDScript error handling can intervene.

Recursive Scene Loading: Automatically follows instance = ExtResource() references to build complete scene trees in a single call, eliminating multiple function invocations.

Core Functions Added
parse_tscn_file_recursive() - Main entry with recursive scene loading
parse_ext_resource_line() - Extracts external resources including sub-scenes
parse_node_line() - Parses node definitions and instance properties
parse_node_property() - Extracts property values and instance references
build_node_hierarchy_recursive() - Constructs hierarchies with sub-scene expansion
build_tree_recursive_with_scenes() - Builds complete trees with nested structures
extract_resource_id() - Extracts resource IDs from ExtResource references
@matheus-junio-da-silva matheus-junio-da-silva changed the title fix: use spawn instead of exec and log to stderr fix and feat: use spawn instead of exec and log to stderr, and add new command capture_screenshot Nov 22, 2025
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