Summary
Add a list_project_files tool that returns the project's file tree filtered by Godot-relevant types (scenes .tscn, scripts .gd, resources .tres/.res, shaders .gdshader). This gives AI agents a quick project overview without needing filesystem access.
Proposed behavior
list_project_files(pattern?: string, type?: 'scene'|'script'|'resource'|'all')
- Default: returns all Godot-relevant files grouped by type
pattern: optional glob filter (e.g. "enemies/**")
type: filter to a single category
- Returns:
{ scenes: [...], scripts: [...], resources: [...], total: N }
Why
Current tools (run_project, resave_resources, load_sprite) operate on specific files but provide no way to discover what files exist. An AI agent starting on a new project needs to understand the project layout before making changes. This is a lightweight discovery tool ??? no parsing, just file enumeration.
Implementation notes
- Walk the project directory (respecting
.godot/ ignore)
- Filter by extension
- Optionally parse scene files for node count / inheritance info (future enhancement)
- Should work with both Godot 3.x and 4.x projects
Summary
Add a
list_project_filestool that returns the project's file tree filtered by Godot-relevant types (scenes .tscn, scripts .gd, resources .tres/.res, shaders .gdshader). This gives AI agents a quick project overview without needing filesystem access.Proposed behavior
pattern: optional glob filter (e.g."enemies/**")type: filter to a single category{ scenes: [...], scripts: [...], resources: [...], total: N }Why
Current tools (
run_project,resave_resources,load_sprite) operate on specific files but provide no way to discover what files exist. An AI agent starting on a new project needs to understand the project layout before making changes. This is a lightweight discovery tool ??? no parsing, just file enumeration.Implementation notes
.godot/ignore)