godot-omni
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TDQS
Scored across 47 tools
Most tools are separated by clear domain (nodes, scripts, materials, particles, cameras, audio, etc.), but there are genuine boundary overlaps: editor_state duplicates editor_manage(op="state"), script_manage.delete overlaps filesystem_manage.delete, and resource_manage's generic create can collide with dedicated authoring tools like material_manage. The extensive descriptions help, but an agent still has to choose between multiple plausible tools for some operations.
The set mixes naming conventions: many {domain}_manage wrappers (scene_manage, node_manage, animation_manage), some verb_noun tools (node_create, script_patch, scene_open), and some noun_verb tools (scene_save, session_activate, logs_read). All names are snake_case and readable, but there is no single predictable pattern across the surface.
47 top-level tools is well beyond the 25+ threshold for a heavy surface, even though many are multi-op managers that bundle related subcommands. The server is undeniably comprehensive for Godot automation, but the sheer number of entry points makes tool selection and discovery costly for an agent.
The surface is exceptionally broad: editor state, scene/node/script lifecycle, project settings and run control, resources, input maps, autoloads, UI/theme, animation, materials, particles, cameras, audio, tilemaps, gridmaps, CSG, tests, and game-runtime inspection/simulation. Minor gaps remain, such as no animation-track removal, no direct shader source editing, and limited TileSet authoring beyond atlas inspection.