port: pin Godot 4.7.2, and decide the MCP/skills question
The pin was 4.3, chosen without checking; 4.7.2 is the current stable (released 2026-08-18). Getting this right matters more here than usual because the project diffs Godot screenshots against a reference renderer, so the engine version is part of the measurement. No Godot MCP server. Not because they are bad -- the mature ones need a LIVE editor plus a WebSocket plugin and a Python server, which is a daemon, an editor process and a second runtime added to an unattended loop. And their headline feature, scene-tree introspection and node manipulation, is built for someone hand-authoring scenes in the editor. This port GENERATES screens from exported JSON: the agent writes a loader, not a scene tree, so the feature that justifies the complexity does not apply. What it actually needs to verify itself -- run headless, screenshot, diff against sylpheed-cli screen render -- is already a bash job. Third-party skill packs are the opposite trade: pure context, no runtime. Worth revisiting, deliberately not installed now, because a skill is instructions injected into an agent running with approvals disabled -- a supply-chain decision, not a default -- and because P0/P1 need no advanced GDScript. The agent may propose one, naming the milestone it unblocks, for a human to vendor and review. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -38,7 +38,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
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# Pinned. An engine version bump changes rendering, and this project compares
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# screenshots against a reference renderer — so an upgrade must be a deliberate,
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# stated act rather than a silent drift.
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ARG GODOT_VERSION=4.3
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ARG GODOT_VERSION=4.7.2
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RUN cd /tmp \
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&& curl -fsSLO "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
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&& unzip -q "Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
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