Godot MCP Extended
The Godot MCP Extended server provides AI agents with comprehensive tools to interact with the Godot game engine across 157 tools, covering project management, scene authoring, inspection, editing, validation, and automated testing.
Launch & Editor Control
Launch the Godot editor, run/debug projects (optionally a specific scene), capture output/errors, stop execution, and get the installed Godot version.
Project Analysis & Configuration
List projects, get project info/metadata, browse the filesystem, read/write project settings, set the main scene, manage autoloads and input actions, analyze export presets, and export projects.
Scene Inspection
Get the full node tree as JSON, read node properties (overrides or all values), list external dependencies, detect broken/missing references, circular dependencies, unused resources, and analyze scene complexity and signal flow.
Scene & Node Editing
Create, save, and variant scenes; add, delete, rename, duplicate, reparent, and reorder nodes; set single or multiple properties; manage groups; find nodes by type, group, or pattern; instance other scenes as children.
Scripting & Signals
Create, read, edit, and compile-check GDScript files; attach scripts to nodes; connect/disconnect signals; list all signal connections in a scene.
Resource Management
Create, edit, and read properties of generic resource files (.tres/.res); manage materials and shader resources.
Advanced Authoring
Animation: Create animations with value-track keyframes, manage AnimationPlayers and AnimationTrees (state machines, blend trees, transitions, parameters).
Audio: Configure audio bus layouts, add effects, and set up audio players.
Shaders, Themes & UI: Create/edit shaders, assign materials and parameters; create/edit themes (colors, fonts, styleboxes); set up UI controls with anchor presets.
Particles: Create and configure particle systems with materials, gradients, and presets.
Physics: Set up physics bodies, collision shapes, raycasts, and physics/collision layers.
Navigation & 3D: Set up navigation regions/agents, bake navigation meshes; add mesh instances, lighting, environment, cameras, and GridMaps.
TileMap: Set, fill, get, and clear cells; retrieve TileMap info (supports TileMapLayer and legacy TileMap).
Batch & Performance Operations
Execute multiple operations (scene building, property setting, etc.) through a single Godot process boot for significant speed improvements.
Automated Testing & Validation
Validate scenes headless for loading issues; run end-to-end scene tests with input simulation, frame advancement, signal watching, and assertions (property values, node existence, group membership, method return values, etc.); execute GUT/GdUnit4 test suites with auto-detected framework; capture scene screenshots (experimental).
UID Management (Godot 4.4+)
Get UIDs for files, resolve UIDs to/from project paths, and update UID references across the project by resaving resources.
Provides tools for launching the Godot editor, running projects, capturing debug output, controlling execution, and managing scenes, scripts, resources, and project settings. Enables AI agents to inspect, edit, validate, and test Godot projects headlessly.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Godot MCP Extended Add a Sprite2D node to the main scene"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Godot MCP Extended
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|__/ |__/ \______/ |__/A Model Context Protocol (MCP) server for interacting with the Godot game engine.
Introduction
Godot MCP enables AI agents to launch the Godot editor, run projects, capture debug output, and control project execution. This direct feedback loop helps agents understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.
This project (
godot-mcp-extended) builds on the original godot-mcp by Solomon Elias (MIT), adding a full inspect → edit → validate → e2e loop plus broad scene/resource authoring across animation, audio, shaders, UI/theme, particles, physics, navigation and 3D (157 tools total).
Related MCP server: godot-mcp
Features
Launch Godot Editor: Open the Godot editor for a specific project
Run Godot Projects: Execute Godot projects in debug mode
Capture Debug Output: Retrieve console output and error messages
Control Execution: Start and stop Godot projects programmatically
Get Godot Version: Retrieve the installed Godot version
List Godot Projects: Find Godot projects in a specified directory
Project Analysis: Get detailed information about project structure
Scene Management:
Create new scenes with specified root node types
Add nodes to existing scenes with customizable properties
Load sprites and textures into Sprite2D nodes
Export 3D scenes as MeshLibrary resources for GridMap
Save scenes with options for creating variants
UID Management (for Godot 4.4+):
Get UID for specific files
Update UID references by resaving resources
Extended toolset
The server exposes a full inspect → mutate → validate loop so an agent can edit scenes deliberately instead of creating them blind. All operations run headless and report structured JSON results with authoritative exit-code error handling.
📖
docs/TOOLS.mdis the complete per-tool reference — every tool, with its parameters (type, required/optional) and description, grouped by domain. The lists below are a curated overview.
Scene inspection (READ):
get_scene_tree— full node tree of a scene as JSON (names, types, paths, scripts, groups)get_node_properties— read a node's properties (overridesoreffectivemode)get_scene_dependencies— list external resources a scene references and whether each existsdescribe_class— ClassDB introspection (parent, properties, methods, signals) to discover valid nameslist_scripts/read_script— enumerate and read GDScript files
Diagnostics (VALIDATE):
check_script— parse/compile-check a script via--check-onlywithout running the gamevalidate_scene— verify a scene loads/instantiates and report missing dependenciesrun_and_capture_errors— run for a bounded time and return structured script errors/warnings
Node editing (EDIT):
set_node_property— set a property on an existing node (auto-coerces[x,y]→Vector2, colors, enums,res://→resource)delete_node,rename_node,reparent_node,duplicate_nodeadd_to_group/remove_from_group
Behavior wiring (BEHAVIOR):
create_script/attach_script— create a.gdfile and attach it to a nodeconnect_signal/disconnect_signal/list_connections— manage persisted signal connectionsinstance_scene— compose scenes by instancing one into another (serialized as a true instance)
Project configuration (PROJECT):
get_project_setting/set_project_setting/set_main_scenelist_autoloads/add_autoload/remove_autoloadadd_input_action/remove_input_actioncreate_resource/edit_resource/get_resource_properties
Performance — single-boot multi-op: every tool normally spawns a fresh headless Godot (~1–3s boot), so a scene built from ~20 calls pays ~20 cold boots. These collapse that into one process (~15–30× faster):
batch— run an array of{operation, params}through one Godot process; returns per-opok/result, stops at the first failure unlessstopOnError: falsebuild_scene— construct a whole scene tree from a nested spec (type/instance,name,script,properties,groups,children, plussignals[]) and save onceset_node_properties— set many properties on a node in one load/save
Discovery & diagnostics:
find_nodes— search a scene by type (inheritance-aware), group, and/or wildcard name patternlist_classes— list ClassDB classes, filtered by substring and/or base classpath_to_uid— resolve a file to itsuid://(reverse ofget_uid)find_broken_references— scan scenes/resources for references to files that no longer existreorder_node— move a node among its siblings (draw/child order)
Animation & build:
create_animation— author a value-trackAnimationon anAnimationPlayer(keyframes from JSON)export_project— export via a configured preset (--export-release/--export-debug) to complete the build pipeline
Authoring & analysis toolset
Beyond the core loop above, the server covers most day-to-day scene/resource authoring and project analysis — every tool runs headless and returns structured JSON.
Project & filesystem analysis (READ-only):
get_filesystem_tree,search_files,search_in_files,get_project_statisticsget_scene_file_content,read_resource,get_project_settings,get_input_actionsfind_script_references,find_node_references,find_unused_resources,detect_circular_dependenciesanalyze_scene_complexity,analyze_signal_flow,find_signal_connectionsget_scene_exports,get_node_groups,find_nodes_by_type,find_nodes_in_grouplist_export_presets,get_export_info,get_android_preset_info
TileMap (
TileMapLayer+ legacyTileMap):tilemap_set_cell,tilemap_fill_rect,tilemap_get_cell,tilemap_clear,tilemap_get_info,tilemap_get_used_cells
Animation & AnimationTree:
list_animations,add_animation_track,set_animation_keyframe,get_animation_info,remove_animationcreate_animation_tree,get_animation_tree_structure,add_state_machine_state/remove_state_machine_state,add_state_machine_transition/remove_state_machine_transition,set_blend_tree_node,set_tree_parameter
Audio (project bus layout + scene players):
add_audio_bus,set_audio_bus,add_audio_bus_effect,get_audio_bus_layout,add_audio_player,get_audio_info
Shaders, Themes & UI:
create_shader,read_shader,edit_shader,assign_shader_material,set_shader_param,get_shader_paramscreate_theme,set_theme_color,set_theme_constant,set_theme_font_size,set_theme_stylebox,get_theme_info,setup_control
Particles:
create_particles,set_particle_material,set_particle_color_gradient,apply_particle_preset,get_particle_info
Physics:
setup_physics_body,setup_collision,add_raycast,set_physics_layers,get_physics_layers,get_collision_info
Navigation & 3D:
setup_navigation_region,bake_navigation_mesh,setup_navigation_agent,set_navigation_layers,get_navigation_infoadd_mesh_instance,set_material_3d,setup_lighting,setup_environment,setup_camera_3d,add_gridmap
More node / script / batch authoring:
move_node,update_property,add_resource,set_anchor_preset,set_node_groupsbatch_add_nodes,batch_set_property,cross_scene_set_propertyedit_script,validate_script,set_input_action,add_scene_instance,delete_sceneuid_to_project_path,project_path_to_uid
Deferred capabilities. Tools that need a running game or a live editor (input simulation, running-game inspection, editor screenshots, runtime test scenarios, device deploy) can't run in this headless model. They're catalogued — with per-tool contracts and a proposed opt-in bridge design — in
docs/live-editor-bridge.md.
Automated e2e / UAT
The missing runtime half of the loop: don't just check that a scene loads — verify the game behaves correctly. Godot's headless mode runs the full game loop (_process/_physics_process tick, signals fire, physics simulates), so these run real behavioral tests with no rendering.
run_scene_test— boots a scene headless, runs a scenario of steps (drive input, advance frames, call methods, watch signals) and assertions (property values, node existence, group membership, signal counts, method return values, node counts), and returns per-assertion pass/fail.run_tests— runs an existing GUT or GdUnit4 suite headless and returns the pass/fail summary (auto-detected from project addons).capture_scene_screenshot— experimental visual UAT: renders a scene to a PNG (needs a GPU/display; falls back gracefully in pure-headless CI).
Example scenario — verify the player moves right when the input is held:
{
"projectPath": "/path/to/project",
"scenePath": "player.tscn",
"timeoutSeconds": 8,
"steps": [
{ "action": "assert_node_exists", "node": "AnimatedSprite2D", "exists": true },
{ "action": "press_action", "name": "move_right" },
{ "action": "wait_frames", "frames": 20 },
{ "action": "release_action", "name": "move_right" },
{ "action": "assert_property", "node": "", "property": "position", "op": ">", "value": { "x": 0 } }
]
}Returns: { "passed": 2, "failed": 0, "all_passed": true, "results": [...] }.
Requirements
Godot Engine installed on your system
Node.js (>=18.0.0) and npm
An AI agent that supports MCP
Install
This server is distributed via GitHub (not npm). Clone and build it once:
git clone https://github.com/ibnutoriq/godot-mcp-extended.git
cd godot-mcp-extended
npm install
npm run buildThis produces build/index.js. Note the absolute path to that file — your MCP client points at it. Get it with:
echo "$(pwd)/build/index.js"No-clone alternative: any
node /path/to/build/index.jscommand below can be replaced withnpx -y github:ibnutoriq/godot-mcp-extended, which fetches and builds the repo on first run. Slower to start, but nothing to clone.
Quick Start
Claude Code
claude mcp add godot -- node /absolute/path/to/godot-mcp-extended/build/index.jsThat's it. Restart Claude Code and your Godot MCP tools are available.
With environment variables (Godot path is auto-detected; set it only if needed):
claude mcp add godot -e GODOT_PATH=/path/to/godot -- node /absolute/path/to/godot-mcp-extended/build/index.jsOr without cloning:
claude mcp add godot -- npx -y github:ibnutoriq/godot-mcp-extendedAdd to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
},
"disabled": false,
"autoApprove": [
"get_scene_tree",
"get_node_properties",
"describe_class",
"get_godot_version",
"list_projects",
"get_project_info",
"check_script",
"validate_scene"
]
}
}
}
autoApprovelists the read-only tools that won't prompt for confirmation. Add any of the other tool names you want to run without a prompt.
Using the Cursor UI:
Go to Cursor Settings > Features > MCP
Click on the + Add New MCP Server button
Fill out the form:
Name:
godotType:
commandCommand:
node /absolute/path/to/godot-mcp-extended/build/index.js
Click "Add"
You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list
Using Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
}
}
}
}For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
}
}
}
}Prefer no clone? Use "command": "npx" with "args": ["-y", "github:ibnutoriq/godot-mcp-extended"] instead.
Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
Bundled Operations Script: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (
godot_operations.gd) that handles all operations.
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
Development & tests
An end-to-end test harness spins up the compiled server over stdio against a throwaway Godot project and exercises a representative slice of the toolset (scene construction, batched edits, inspection, validation, animation, diagnostics, and path-traversal rejection). Each assertion runs a real headless Godot process.
npm test # builds, then runs test/integration.test.mjs
# or, with an explicit binary:
GODOT_PATH=/path/to/godot npm testCI (.github/workflows/ci.yml) runs the same suite on every push/PR across multiple Godot 4.x versions, guarding all tools against engine version bumps.
Troubleshooting
Godot Not Found: Set the
GODOT_PATHenvironment variable to your Godot executable pathConnection Issues: Ensure the server is running and restart your AI assistant
Invalid Project Path: Ensure the path points to a directory containing a
project.godotfileBuild Issues: Make sure all dependencies are installed by running
npm install
Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
Use "Yolo Mode" to automatically run MCP tool requests
Credits
godot-mcp-extended is maintained by Ibnu Toriq. It is based on the original godot-mcp by Solomon Elias, used under the MIT License. Thanks to the original author for the foundation this builds on.
License
This project is licensed under the MIT License - see the LICENSE file for details.
Available Tools
50 toolsadd_autoloadB
Add (or update) an autoload singleton
Inputs: projectPath (required), autoloadName (required), path (required), enabled.
add_input_actionA
Add or extend an input map action with events. Each event: {type:"key", key:"Space"} | {type:"mouse_button", button_index:1} | {type:"joypad_button", button_index:0} | {type:"joypad_motion", axis:0, axis_value:1.0}.
Inputs: projectPath (required), action (required), events (required), deadzone, +1 more.
add_nodeB
Add a node to an existing scene
Inputs: projectPath (required), scenePath (required), nodeType (required), nodeName (required), +2 more.
add_to_groupB
Add a node to a group (persistent, saved in the scene)
Inputs: projectPath (required), scenePath (required), nodePath (required), group (required).
attach_scriptC
Attach an existing script to a node in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), scriptPath (required).
capture_scene_screenshotA
EXPERIMENTAL visual UAT: boot a scene with a rendering driver and save a PNG screenshot. Requires a GPU/display or a software rasterizer; may fail in pure-headless CI. Returns the image.
Inputs: projectPath (required), scenePath (required), outputPath, waitFrames, +2 more.
check_scriptA
Parse/compile-check a GDScript file using Godot --check-only. Returns parse errors/warnings without running the game.
Inputs: projectPath (required), scriptPath (required).
connect_signalB
Persist a signal connection from one node to a method on another node in the same scene
Inputs: projectPath (required), scenePath (required), fromNode (required), signalName (required), +2 more.
create_resourceB
Create a new .tres/.res resource of a given class with optional properties (e.g. StandardMaterial3D, custom Resource)
Inputs: projectPath (required), resourcePath (required), resourceClass (required), properties.
create_sceneA
Create a new Godot scene file
Inputs: projectPath (required), scenePath (required), rootNodeType.
create_scriptA
Create a new GDScript file. Optionally specify extends, class_name, and body.
Inputs: projectPath (required), scriptPath (required), extends, className, +2 more.
delete_nodeB
Delete a node (and its descendants) from a scene
Inputs: projectPath (required), scenePath (required), nodePath (required).
describe_classA
Introspect a Godot built-in class via ClassDB: its parent, properties, methods, and signals. Use to discover valid property/signal names before editing.
Inputs: projectPath (required), className (required).
disconnect_signalB
Remove a stored signal connection from a scene
Inputs: projectPath (required), scenePath (required), fromNode (required), signalName (required), +2 more.
duplicate_nodeB
Duplicate a node subtree within a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newName.
edit_resourceB
Edit properties of an existing resource file
Inputs: projectPath (required), resourcePath (required), properties (required).
export_mesh_libraryB
Export a scene as a MeshLibrary resource
Inputs: projectPath (required), scenePath (required), outputPath (required), meshItemNames.
get_debug_outputB
Get the current debug output and errors
Inputs: no named parameters.
get_godot_versionA
Get the installed Godot version
Inputs: no named parameters.
get_node_propertiesA
Read the properties of a single node in a scene. mode "overrides" returns only non-default values, "effective" returns all stored values.
Inputs: projectPath (required), scenePath (required), nodePath (required), mode.
get_project_infoB
Retrieve metadata about a Godot project
Inputs: projectPath (required).
get_project_settingB
Read a project setting from project.godot
Inputs: projectPath (required), setting (required).
get_resource_propertiesA
Read the stored properties of a resource file as JSON
Inputs: projectPath (required), resourcePath (required).
get_scene_dependenciesA
List the external resources (scripts, textures, instanced scenes) a scene references, and whether each exists
Inputs: projectPath (required), scenePath (required).
get_scene_treeA
Inspect a scene: returns its full node tree (names, types, paths, scripts, groups) as JSON
Inputs: projectPath (required), scenePath (required).
get_uidB
Get the UID for a specific file in a Godot project (for Godot 4.4+)
Inputs: projectPath (required), filePath (required).
instance_sceneB
Add another scene as an instanced child inside a scene (composition / prefabs)
Inputs: projectPath (required), scenePath (required), instanceScenePath (required), parentNodePath, +1 more.
launch_editorC
Launch Godot editor for a specific project
Inputs: projectPath (required).
list_autoloadsA
List the autoload singletons configured in the project
Inputs: projectPath (required).
list_connectionsB
List all signal connections stored within a scene
Inputs: projectPath (required), scenePath (required).
list_projectsA
List Godot projects in a directory
Inputs: directory (required), recursive.
list_scriptsA
List all GDScript (.gd) files in the project (or a subdirectory)
Inputs: projectPath (required), directory.
load_spriteC
Load a sprite into a Sprite2D node
Inputs: projectPath (required), scenePath (required), nodePath (required), texturePath (required).
read_scriptB
Read the source of a script file in the project
Inputs: projectPath (required), scriptPath (required).
remove_autoloadB
Remove an autoload singleton
Inputs: projectPath (required), autoloadName (required).
remove_from_groupB
Remove a node from a group
Inputs: projectPath (required), scenePath (required), nodePath (required), group (required).
remove_input_actionC
Remove an input map action
Inputs: projectPath (required), action (required).
rename_nodeB
Rename a node in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newName (required).
reparent_nodeB
Move a node to a new parent within the same scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newParentPath (required), +1 more.
run_and_capture_errorsA
Run the project (optionally a single scene) for a bounded time and return captured stdout plus structured script errors/warnings
Inputs: projectPath (required), scene, timeoutSeconds.
run_projectC
Run the Godot project and capture output
Inputs: projectPath (required), scene.
run_scene_testA
Automated end-to-end / UAT test of a scene. Boots the scene headless (real game loop, no rendering), runs a sequence of steps, and evaluates assertions against live game state. Returns per-assertion pass/fail.
Each step is an object with an "action". Driver actions: {action:"wait_frames",frames:N} | {action:"wait_seconds",seconds:S} | {action:"press_action",name:"jump",strength:1.0} | {action:"release_action",name:"jump"} | {action:"tap_action",name:"jump",frames:2} | {action:"key",key:"Space",pressed:true} | {action:"mouse_button",button:1,position:[x,y],pressed:true} | {action:"mouse_move",position:[x,y]} | {action:"set_property",node:"Path",property:"x",value:1} | {action:"call_method",node:"Path",method:"start",args:[]} | {action:"emit_signal",node:"Path",signal_name:"hit",args:[]} | {action:"watch_signal",node:"Path",signal_name:"hit"} | {action:"wait_for_signal",node:"Path",signal_name:"hit",timeout_seconds:2}. Assertion actions: {action:"assert_property",node:"Path",property:"position",op:">",value:{x:0}} (op: ==,!=,>,<,>=,<=; for vectors/colors only the provided components are checked) | {action:"assert_node_exists",node:"Path",exists:true} | {action:"assert_in_group",node:"Path",group:"mobs",expected:true} | {action:"assert_signal_emitted",node:"Path",signal_name:"hit",min_count:1} (requires a prior watch_signal) | {action:"assert_method_returns",node:"Path",method:"get_score",args:[],op:">=",value:10} | {action:"assert_node_count",group:"mobs",op:">",value:0}. Node paths are relative to the scene root ("" or "root" = root).
Inputs: projectPath (required), scenePath (required), steps (required), timeoutSeconds.
run_testsA
Run a GUT or GdUnit4 test suite headless and return the pass/fail summary. Auto-detects the framework from the project addons.
Inputs: projectPath (required), testPath, framework.
save_sceneC
Save changes to a scene file
Inputs: projectPath (required), scenePath (required), newPath.
set_main_sceneB
Set the project main scene (application/run/main_scene)
Inputs: projectPath (required), scenePath (required).
set_node_propertyA
Set a property on an existing node in a scene. Values are coerced to the property type (e.g. [x,y] -> Vector2, "res://..." -> resource).
Inputs: projectPath (required), scenePath (required), nodePath (required), property (required), +1 more.
set_project_settingC
Set a project setting in project.godot
Inputs: projectPath (required), setting (required), value (required).
stop_projectA
Stop the currently running Godot project
Inputs: no named parameters.
update_project_uidsB
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
Inputs: projectPath (required).
validate_sceneB
Validate a scene headless: reports whether it loads/instantiates and lists any missing dependencies
Inputs: projectPath (required), scenePath (required).
Tool Schema Changelog
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TDQS
Scored across 50 tools
Each tool has a distinct purpose, with clear differentiation between similar operations like run_project, run_and_capture_errors, and run_scene_test through detailed descriptions. Pairs like add/remove_autoload are obvious complements.
All tool names follow a consistent verb_noun pattern with lowercase and underscores, e.g., add_node, get_scene_tree, set_node_property. No mixed conventions or abbreviations.
At 50 tools, the set is large but justified by the breadth of Godot engine features it covers (scenes, scripts, resources, input, testing, etc.). A few tools could potentially be merged, but the granularity aids agent precision.
The tool surface covers the full Godot development lifecycle: scene editing, scripting, resources, input, autoloads, groups, signals, debugging, testing, and project settings. No major gaps are apparent.
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