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Godot-MCP

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IvanMurzak
Godot-MCP

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to theGodot Editor so they can inspect and drive your project — create nodes, edit scenes, manage resourcesand scripts, capture screenshots, and more.It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AITools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your ownself-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org asNuGet package references (not forked).36 built-in tools across 10 families: ping, node, scene, resource, filesystem, script, screenshot,editor, console, and reflection. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).Requirements:- Godot 4.3+ — the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.- .NET 8 SDK.Important install note: Godot compiles every .cs file under your project into one assembly, so yourproject's .csproj must declare the two NuGet package references the addon depends on: com.IvanMurzak.ReflectorNet version 5.3.1 com.IvanMurzak.McpPlugin version 6.7.0Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLLcopying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGetglobal-packages folder.Full documentation, the complete tool list, and connection setup:https://github.com/IvanMurzak/Godot-MCPLicense: Apache-2.0.

Supported Engine Version
4.3
Version String
0.4.0
License Version
Apache-2.0
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

README AI Game Developer — Godot MCP

README MCP Server README godot-cli on npm README Godot 4.3–4.5, C#/.NET (mono) README .NET 8 README release
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AI Game Developer — Godot MCP

Claude   Codex   Cursor   GitHub Copilot   Gemini   Antigravity   VS Code   Rider   Visual Studio   Open Code   Cline   Kilo Code

Godot MCP is an AI-powered game development assistant for the Godot Editor. Connect Claude, Cursor, Copilot, or any MCP-aware agent to Godot and let it inspect and drive your project — create nodes, edit scenes, manage resources and scripts, capture screenshots, and more.

Godot-MCP is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the same hosted cloud backend (ai-game.dev) that powers Unity-MCP — or your own self-hosted server. The MCP / reflection stack is not forked: it is shared with Unity-MCP and consumed from nuget.org as PackageReferences.

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README Features

  • ✔️ AI agents — Use the best agents from Anthropic, OpenAI, Google, or any other provider with no vendor lock-in
  • ✔️ 36 built-in Tools — A wide range of MCP Tools across 10 families for operating the Godot Editor
  • ✔️ C# & GDScript — Read, create, and update both .cs and .gd scripts, and attach them to nodes
  • ✔️ Scene & Node control — Build and edit the scene tree, open/save .tscn scenes, mutate .tres/.res resources
  • ✔️ Visual feedback — Capture viewport, camera, and isolated-node screenshots the LLM can inspect
  • ✔️ Reflection escape hatch — Find and call any C# method across loaded assemblies via ReflectorNet
  • ✔️ Cloud or self-hosted — Connect to ai-game.dev out of the box, or point at your own server
  • ✔️ Natural conversation — Chat with AI like you would with a human

README AI Game Developer — Godot MCP

Quick Start

Get up and running in a few steps using the godot-cli (the Godot analog of unity-mcp-cli):

Prerequisite: first add the addon files and the two NuGet packages to your project — see Installation Steps 1–2. install-plugin below only flips the project.godot enable flag; it does not copy the addon or add the NuGet pins, so the editor cannot load the plugin without them.

# 1. Install godot-cli
npm install -g godot-cli

# 2. Enable the godot_mcp addon in your Godot C# project (addon files + NuGet pins must already be present)
godot-cli install-plugin ./MyGodotProject

# 3. Pick an AI agent (Claude Code, Cursor, Copilot, …) and write its MCP config
godot-cli setup-mcp claude-code ./MyGodotProject

# 4. Open the Godot editor (auto-connects with the right GODOT_MCP_* env vars)
godot-cli open ./MyGodotProject

# 5. Wait until the plugin answers the readiness probe
godot-cli wait-for-ready ./MyGodotProject

That's it. Ask your AI "Create 3 cubes in a circle with radius 2" and watch it happen. ✨

See the full CLI documentation for every command, editor-resolution order, and connection env vars.

Contents

README AI Game Developer — Godot MCP

Tools Reference

Godot-MCP ships 36 built-in tools grouped into 10 families. Tool names mirror Unity-MCP where sensible (scene-*, node-*, …). Every tool returns a structured, ReflectorNet-serialized result (or a PNG image for screenshots). All tools are available immediately after the addon is enabled — no extra configuration required.

Family Tools What it does
ping ping Lightweight readiness probe — echoes a message back, or returns pong. Verifies the end-to-end MCP path (editor → SignalR → tool dispatch).
node node-find, node-create, node-modify, node-set-parent, node-duplicate, node-delete Inspect and edit the active scene tree (the Godot analog of Unity GameObjects), driving EditorInterface on the main thread.
scene scene-open, scene-save, scene-create, scene-list-opened, scene-get-data Open, save, create, and inspect Godot scenes (res://*.tscn PackedScenes) in the editor.
resource resource-find, resource-get-data, resource-modify, resource-create, resource-move, resource-delete Find and mutate Godot resources (.tres/.res) through ResourceLoader/ResourceSaver/EditorFileSystem, keeping .import sidecars consistent.
filesystem filesystem-list, filesystem-reimport Browse and reimport the project's res:// tree via the editor EditorFileSystem index (file types + uids without loading resources).
script script-read, script-create, script-update, script-delete, script-attach-to-node CRUD on C# (.cs) and GDScript (.gd) files, plus attaching a script to a node.
screenshot screenshot-viewport, screenshot-camera, screenshot-isolated Capture the editor viewport, a specific camera, or an isolated node render, returned as a PNG image the LLM can inspect.
editor editor-application-get-state, editor-application-set-state, editor-selection-get, editor-selection-set Read/drive the editor run-and-play lifecycle (Godot launches the game in a separate process) and the current selection.
console console-get-logs, console-clear-logs Read and clear the plugin's editor log collector (GD.Print/GD.PushWarning/GD.PushError).
reflection reflection-method-find, reflection-method-call Find and call C# methods (static/instance, public/private) across every loaded assembly via ReflectorNet — the engine-agnostic escape hatch.
Per-tool descriptions

ping

  • ping — Lightweight readiness probe; echoes a message back, or returns pong.

node

  • node-find — Find nodes in the active scene tree by path, type, or name.
  • node-create — Create a new node under a parent (optionally instancing a .tscn sub-scene).
  • node-modify — Set fields/properties on one or more nodes.
  • node-set-parent — Reparent nodes within the scene tree.
  • node-duplicate — Duplicate nodes together with their subtrees.
  • node-delete — Delete nodes from the active scene.

scene

  • scene-open — Open a res://*.tscn PackedScene in the editor.
  • scene-save — Save an open scene back to its .tscn file.
  • scene-create — Create a new scene asset in the project.
  • scene-list-opened — List the scenes currently open in the editor.
  • scene-get-data — Retrieve the root nodes / structure of a scene.

resource

  • resource-find — Search the project for resources (.tres/.res).
  • resource-get-data — Read a resource's serialized fields and properties.
  • resource-modify — Modify a resource's properties.
  • resource-create — Create a new resource asset.
  • resource-move — Move / rename a resource, keeping .import sidecars consistent.
  • resource-delete — Delete a resource from the project.

filesystem

  • filesystem-list — Browse the res:// tree (file types + uids) via the editor file index.
  • filesystem-reimport — Reimport files in the project.

script

  • script-read — Read a .cs / .gd script file.
  • script-create — Create a new script file.
  • script-update — Update an existing script file's contents.
  • script-delete — Delete a script file.
  • script-attach-to-node — Attach a script to a node.

screenshot

  • screenshot-viewport — Capture the editor viewport as a PNG.
  • screenshot-camera — Capture from a specific camera.
  • screenshot-isolated — Render a node in isolation from a chosen angle.

editor

  • editor-application-get-state — Read the editor application/run state.
  • editor-application-set-state — Start / stop the running game.
  • editor-selection-get — Get the current editor selection.
  • editor-selection-set — Set the current editor selection.

console

  • console-get-logs — Read the plugin's collected editor logs (with filtering).
  • console-clear-logs — Clear the collected log cache.

reflection

  • reflection-method-find — Find C# methods (including private) across every loaded assembly.
  • reflection-method-call — Call any C# method with input parameters and get the result.

README AI Game Developer — Godot MCP

Requirements

  • Godot 4.3+ — the C# / .NET (mono) edition. The addon csproj pins Godot.NET.Sdk/4.3.0 as its minimum floor; newer 4.x editors (4.4, 4.5) work.
  • .NET 8 SDK (net8.0).

[!IMPORTANT] Godot-MCP requires the mono (C#/.NET) build of Godot — the standard (GDScript-only) build cannot compile the addon.

Installation

There are two things to install: the addon (the plugin files) and the two NuGet packages the addon's C# depends on. Godot compiles every .cs under your project into one assembly, so your project's .csproj must declare the same NuGet references the addon needs — otherwise the addon's C# will not compile.

Step 1: Add the addon

Pick one of the following ways to get the addons/godot_mcp/ folder into your Godot C# project.

The easiest path: install directly from inside the editor.

  1. Open the AssetLib tab at the top of the Godot editor.
  2. Search for Godot-MCP and open the asset.
  3. Click Download, then Install — Godot unpacks the addon into your project's res://addons/godot_mcp/.

The Asset Library entry is published per release and always points at a tagged version, so an in-editor install gives you a known-good snapshot of the addon. (See note below if the entry is not visible yet.)

Option B — GitHub Release zip

Grab the latest godot-mcp-addon-<version>.zip from the Releases page and extract it into your project's root — the archive already contains addons/godot_mcp/..., so the files land at res://addons/godot_mcp/.

Option C — copy from source

Copy the addons/godot_mcp/ folder from this repository (or your clone) into your project's addons/ directory by hand.


After the files are in place, enable the plugin: Project → Project Settings → Plugins → Godot-MCP → Enable (or run godot-cli install-plugin ./MyGodotProject, which flips the same enable flag in project.godot — it does not copy the addon files, so the files from Option A/B/C must already be present). On a successful load the editor Output panel prints:

[Godot-MCP] plugin loaded

Asset Library availability. The in-editor AssetLib entry (Option A) appears after the maintainer's first submission is approved by the Godot Asset Library moderators. Until then, use Option B (GitHub Release zip) or Option C.

Step 2: Add the NuGet packages

Add both PackageReferences to your project's .csproj (use these exact pinned versions — they must match the addon's Godot-MCP.csproj):

<ItemGroup>
  <PackageReference Include="com.IvanMurzak.ReflectorNet" Version="5.3.1" />
  <PackageReference Include="com.IvanMurzak.McpPlugin"   Version="6.7.0" />
</ItemGroup>
Package Version Role
com.IvanMurzak.ReflectorNet 5.3.1 Reflection / serialization core
com.IvanMurzak.McpPlugin 6.7.0 MCP plugin client (transitively pulls McpPlugin.Common + ReflectorNet)

Run dotnet restore so the packages land in your NuGet cache, then build. No manual DLL copying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGet global-packages folder by reading the build's *.deps.json. (If you prefer self-contained output, set <CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies> so the DLLs are copied beside your project assembly instead.)

Step 3: Install an AI agent

Choose a single AI agent you prefer — you don't need to install all of them. This is your main chat window to communicate with the LLM.

Write the agent's MCP-client config with godot-cli setup-mcp <agent> ./MyGodotProject — it points the client at the Godot server's <host>/mcp URL. See the CLI documentation for the full list of supported agents.

README AI Game Developer — Godot MCP

Connect

The plugin connects to an MCP server in one of two modes. The mode and its URL / token can be set in the serialized config or overridden at process start with environment variables (handy for CI, headless runs, and local dev). All variable names are the Godot analog of Unity-MCP's UNITY_MCP_*. The active mode always recomputes from the environment, so a process-level override wins over the serialized config without editing any file.

Cloud mode (default) — ai-game.dev

In Cloud mode the plugin connects to the hosted backend at https://ai-game.dev (the /mcp hub path is appended automatically). This is the default connectionMode.

Environment variable Purpose Default
GODOT_MCP_CONNECTION_MODE Force the mode: Cloud or Custom (case-insensitive). Cloud
GODOT_MCP_CLOUD_URL Override the cloud base URL. A trailing /mcp is stripped if present; a non-http(s) value falls back to the default. https://ai-game.dev
GODOT_MCP_TOKEN Bearer token, routed to the active mode's token. Surrounding quotes are trimmed. (none)

Custom mode — your own server

In Custom mode the plugin connects to a server URL you supply (a local dev server, a self-hosted instance, etc.).

Environment variable Purpose Default
GODOT_MCP_CONNECTION_MODE Set to Custom to select this mode. Cloud
GODOT_MCP_HOST The custom server URL. Must be an absolute http(s) URL or it falls back to the default. http://localhost:8080
GODOT_MCP_TOKEN Bearer token (only needed if the server requires authorization). (none)

Example — boot the editor pointed at a local server:

export GODOT_MCP_CONNECTION_MODE=Custom
export GODOT_MCP_HOST=http://localhost:5300
# export GODOT_MCP_TOKEN=...   # only if the server enforces auth

The godot-cli open command forwards these env vars for you via --mode, --url, --cloud-url, and --token flags.

README AI Game Developer — Godot MCP

Godot MCP Server setup

In Cloud mode you don't run a server at all — the plugin talks to ai-game.dev. If you want to host the server yourself (local dev, CI, or your own cloud), you have two options: let the addon download and run the matched server binary for you (recommended), or build and run it manually (advanced).

Local server — let the addon download & run it for you

In Custom mode the plugin can host its own MCP server — you don't have to build or launch anything by hand. Open the addon dock's Server card while Custom mode is selected and use the Local server row:

  • Start Server — downloads the server build that exactly matches the addon's version (read from addons/godot_mcp/plugin.cfg), caches it, launches it, and the plugin connects to it. Stop Server terminates it (it is also stopped automatically when you close the editor).
  • The download is the per-platform release asset godot-mcp-server-<rid>.zip — pulled over HTTPS from github.com only, from this repo's GitHub Release for the addon's version. The release is tagged v<version>, so the asset URL is: https://github.com/IvanMurzak/Godot-MCP/releases/download/v<version>/godot-mcp-server-<rid>.zip. The <rid> (platform runtime identifier — e.g. win-x64, osx-arm64, linux-x64) is resolved automatically for your machine; all seven published RIDs are supported (win-x64/x86/arm64, linux-x64/arm64, osx-x64/arm64).
  • The binary is cached under your project's .godot/mcp-server/<rid>/ folder (gitignored) and re-used on later launches; it is only re-downloaded when the addon version changes (an exact plugin-version → server-version match, so the editor plugin and the server it talks to never drift). The server is launched on the port from your Server URL (default http://localhost:8080), over the streamableHttp transport.

Version pinning & security. The download URL is derived solely from the addon's own version and your platform RID — there is no arbitrary-URL binary execution. If the matching release asset can't be fetched (you're offline, or no release has been published for this version yet), the addon logs a warning and the local server simply doesn't start — fall back to the manual build below, or use Cloud mode. The download is skipped entirely under CI (the CI / GITHUB_ACTIONS environment), where no local server is hosted.

This mirrors Unity-MCP's self-hosted server flow: the editor plugin manages the version-matched server binary for you instead of requiring a manual build.

Build & run the server manually (advanced)

For development on the server itself, or to run it as a standalone / cloud process, this repo ships Godot-MCP-Server/, a thin ASP.NET Core host around the shared MCP server core (com.IvanMurzak.McpPlugin.Server). Both transports are supported: streamableHttp (HTTP) and stdio.

cd Godot-MCP-Server

# HTTP transport on port 8080
dotnet run --project com.IvanMurzak.Godot.MCP.Server.csproj -- --client-transport streamableHttp --port 8080

# stdio transport — for local MCP clients that launch the server directly
dotnet run --project com.IvanMurzak.Godot.MCP.Server.csproj -- --client-transport stdio

build-all.sh / build-all.ps1 produce self-contained single-file binaries for win/linux/osx RIDs under ./publish/. Then point the plugin at it in Custom mode (GODOT_MCP_HOST=http://localhost:8080).

Choosing a transport: use stdio when the MCP client launches the server binary directly (local use — the most common setup); use streamableHttp when running the server as a standalone process or in the cloud and connecting over HTTP.

See Godot-MCP-Server/README.md for the full argument / environment-variable table and the cross-platform build matrix.

README AI Game Developer — Godot MCP

Customize Tools

Godot-MCP supports custom MCP Tool development directly in your project code. A tool family is a partial class decorated [AiToolType]; each tool method is decorated [AiTool("tool-name", …)] with a [Description] on the method and on each parameter to help the LLM understand it.

Any Godot API call (Node, Resource, EditorInterface, …) must run on the editor main thread — marshal it through MainThread.Instance.Run(...) (ReflectorNet's MainThread is backed by the Godot main-thread dispatcher on plugin boot). Never touch engine objects off-thread.

[AiToolType]
public partial class Tool_MyFeature
{
    [AiTool("my-custom-task", Title = "Do a custom task")]
    [Description("Explain to the LLM what this does and when to call it.")]
    public string CustomTask
    (
        [Description("Explain to the LLM what this parameter is.")]
        string inputData
    )
    {
        // ... work that does not touch the Godot API can run on this background thread ...

        return MainThread.Instance.Run(() =>
        {
            // ... touch EditorInterface / Node / Resource here, on the main thread ...
            return "[Success] Operation completed.";
        });
    }
}

Return a structured data model (ReflectorNet-serialized) or void for side-effect-only ops — never ad-hoc string formatting for parseable output. Use string? optional = null parameters (nullable + default) to mark them as optional for the LLM.

README AI Game Developer — Godot MCP

How Godot MCP Architecture Works

Godot-MCP is a bridge between LLMs and the Godot editor. It exposes and explains Godot's tools to the LLM, which then understands the interface and uses the tools according to your requests.

On editor load, the [Tool] EditorPlugin (GodotMcpPlugin) boots the plugin: it installs a main-thread dispatcher, builds a ReflectorNet Reflector with Godot type converters, and opens a SignalR connection to an MCP server over the reused com.IvanMurzak.McpPlugin client. The AI tools it registers are then callable by any MCP-aware AI agent.

What is MCP

MCP — Model Context Protocol. In a few words, it is USB Type-C for AI, specifically for LLMs (Large Language Models). It teaches the LLM how to use external features — such as the Godot Engine in this case, or even your own custom C# method. Official documentation.

What is an AI agent

It is an application with a chat window. It may have smart agents to operate better, and embedded advanced MCP Tools. A well-built MCP client is 50% of the AI success in executing a task — which is why it is important to choose a good one.

What is the MCP Server

It is the bridge between the MCP Client and "something else" — in this case the Godot editor. In Cloud mode this is the hosted ai-game.dev backend; in Custom mode it is the Godot-MCP-Server/ host you run yourself.

What is an MCP Tool

An MCP Tool is a function the LLM can call to interact with Godot. These tools are the bridge between natural-language requests and actual Godot operations. When you ask the AI to "create a node" or "open a scene," it uses MCP Tools to execute the action. Tools have typed, described parameters; return structured results; and are thread-aware (main-thread for Godot API calls, background-thread for heavy processing).

README AI Game Developer — Godot MCP

Building & contributing

Godot.NET.Sdk is a NuGet SDK, so no Godot binary is required to compile or unit-test:

dotnet restore Godot-MCP.sln
dotnet build  Godot-MCP.sln --configuration Debug --no-restore   # 0 errors required (CI gate)
dotnet test   Godot-MCP.Tests/Godot-MCP.Tests.csproj --configuration Debug --no-build

A Godot 4.3+ editor is only needed for live behavioral verification of the engine-driving tools. See CLAUDE.md for the full build/test/run runbook, the editor-runtime assembly-load fix, conventions, and the headless testbed smoke.

Contributions are highly appreciated. Please give this project a star 🌟 if you find it useful!

  1. 👉 Fork the project
  2. Clone the fork and open it in a Godot 4.3+ (mono) editor
  3. Implement new things, commit, and push to GitHub
  4. Create a Pull Request targeting the original Godot-MCP repository, main branch.

License

Apache-2.0 © Ivan Murzak

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.

Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to the
Godot Editor so they can inspect and drive your project — create nodes, edit scenes, manage resources
and scripts, capture screenshots, and more.

It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI
Tools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your own
self-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org as
NuGet package references (not forked).

36 built-in tools across 10 families: ping, node, scene, resource, filesystem, script, screenshot,
editor, console, and reflection. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).

Requirements:
- Godot 4.3+ — the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.
- .NET 8 SDK.

Important install note: Godot compiles every .cs file under your project into one assembly, so your
project's .csproj must declare the two NuGet package references the addon depends on:
com.IvanMurzak.ReflectorNet version 5.3.1
com.IvanMurzak.McpPlugin version 6.7.0
Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLL
copying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGet
global-packages folder.

Full documentation, the complete tool list, and connection setup:
https://github.com/IvanMurzak/Godot-MCP

License: Apache-2.0.

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Quick Information

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Godot-MCP icon image
IvanMurzak
Godot-MCP

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to theGodot Editor so they can inspect and drive your project — create nodes, edit scenes, manage resourcesand scripts, capture screenshots, and more.It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AITools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your ownself-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org asNuGet package references (not forked).36 built-in tools across 10 families: ping, node, scene, resource, filesystem, script, screenshot,editor, console, and reflection. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).Requirements:- Godot 4.3+ — the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.- .NET 8 SDK.Important install note: Godot compiles every .cs file under your project into one assembly, so yourproject's .csproj must declare the two NuGet package references the addon depends on: com.IvanMurzak.ReflectorNet version 5.3.1 com.IvanMurzak.McpPlugin version 6.7.0Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLLcopying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGetglobal-packages folder.Full documentation, the complete tool list, and connection setup:https://github.com/IvanMurzak/Godot-MCPLicense: Apache-2.0.

Supported Engine Version
4.3
Version String
0.4.0
License Version
Apache-2.0
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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