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    TDQS

    A3.6/5.0

    Scored across 47 tools

    Disambiguation3/5

    Many tools target clearly distinct Godot domains, but several paired tools blur boundaries: editor_state duplicates editor_manage(op="state"), scene_get_hierarchy overlaps node_manage get_children and game_manage get_scene_tree across editor/runtime, animation_create overlaps animation_manage clip creation, and test_run/test_manage are two halves of the same workflow. Descriptions help, but the 47-tool surface creates real misselection risk.

    Naming Consistency3/5

    All names are snake_case and readable, but they mix several conventions: many domain_manage wrappers (audio_manage, node_manage, resource_manage) alongside dedicated verb_noun tools (node_create, script_patch, scene_open) and noun-only tools (editor_state, test_run, batch_execute). The pattern is understandable but not a single predictable convention.

    Tool Count2/5

    47 tools is well beyond the typical 3-15 range and past the 25+ threshold where the surface becomes heavy. Godot is a broad domain and the *_manage wrappers consolidate many operations, but the overall tool count still imposes a high selection cost.

    Completeness4/5

    The surface covers an unusually broad Godot editor workflow: scenes, nodes, scripts, resources, filesystem, animation, audio, tilemap/gridmap, materials/shaders, particles, cameras, UI/theme, runtime game inspection and input, tests, logs, sessions, and batch execution. Minor gaps remain, such as broader TileSet terrain/collision/animation configuration and project export, but core CRUD and lifecycle paths are largely present.

    Maintenance

    ActivityActive
    ResponsivenessSyncing