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Changelog

Every release of the Claude Bridge, newest first. Tool names have stayed stable across all of them, even v2's six removals are served by native built-ins with the same names and semantics.

v2.2.0Current: rotation/vector fix, multiplayer harness, Codex distribution2026-07-24
  • Fixed: rotation and vector arguments arriving through the native MCP gate as stringified JSON are now unwrapped before parsing. Comma strings, arrays, and objects all parse correctly on every transform / camera / placement path.
  • NEW multiplayer test harness, now live: start_multiplayer_test boots real sbox.exe -joinlocal clients into a private hidden lobby, multiplayer_test_status truthfully tracks connections and client processes, and stop_multiplayer_test cleans everything up, with capacity checks, overlapping-run prevention, and rollback on a failed start.
  • NEW: the first public Codex distribution. The s&box Codex Bridge plugin ships from the same repo for OpenAI Codex users: the same 286 tools, native editor MCP, lifeline diagnostics, the API brain, and the cookbook/workflow skills. Install: codex plugin marketplace add LouSputthole/Sbox-Claude --ref codex-v2.2.0, then codex plugin add sbox-codex-bridge@sboxskins.
  • Docs: prefab [Property] values are now documented as authoritative over code defaults.
  • 286 tools / 278 handlers: 273 served natively by the editor's MCP server across 28 toolsets, 7 on the lifeline for editor-down diagnostics.
v2.1.0: Action!: the cinematic wave2026-07-13
  • +30 tools in one release: Tier-2 completion, gameplay recording, and the cinematic wave. 275 tools / 267 handlers / 262 native across 28 toolsets (was 245/237/232), all live-verified before ship.
  • Gameplay recording lands with the engine's new MovieRecorder: record_gameplay_clip / stop_gameplay_recording capture real play-mode gameplay to .movie clips that replay in-engine, gameplay_recording_status polls a running recording, and record_playtest runs a scripted playtest AND records the same run: a failing test arrives with replayable footage.
  • Cutscenes without the dock: author_movie_clip bakes a declarative shot list (holds, blends, FOV) into a dock-loadable .movie in milliseconds, and create_killcam is a true rolling-buffer killcam with chase-cam takeover and byte-exact camera restore.
  • NPCs that speak: generate_lipsync_dialogue combines dialogue lines, positional TTS, and data-driven mouth animation from the live viseme stream through each model's own baked viseme-to-morph data; add_tts_voice gives any NPC a synthesized voice with zero recorded VO.
  • Camera feel: create_camera_effects wraps the SDK's new built-in shake / punch / tilt with distance-falloff presets (HitPunch, ExplosionShake, LandingTilt).
  • Economy & meta depth: audited currency ledgers, geometric idle economies, tamper-evident signed saves, roguelite meta-progression, data-asset loot tables (.loot files designers edit), achievements with toast HUDs, Elo ratings, speedrun leaderboards, end-of-round map voting, needs / utility-AI / daily-schedule NPC brains, water volumes, render-target cameras (CCTV / mirrors), and a day-night sun arc.
v2.0.0: Native2026-07-09
  • The bridge moves onto s&box's native editor MCP server. Every tool is now an [McpTool] method the engine discovers itself, served over streamable HTTP at 127.0.0.1:7269. No more 50 ms file polling, and Node.js is no longer required on the main path. Connecting is one command: claude mcp add --transport http sbox http://127.0.0.1:7269/mcp.
  • Inline PNG screenshots: take_screenshot / capture_view / screenshot_from / screenshot_orbit return the image inside the tool result, so Claude sees what it built immediately (screenshot_orbit returns every angle in one response). There is no file path to read back anymore.
  • 232 native tools across 28 described bridge_* toolsets, discovered live via search_tools / list_toolsets / describe_toolset instead of a 200-tool flat list. Read-only tools carry the [McpTool.ReadOnly] hint, clients can run them without permission prompts, and failures are real tool errors now, not { error } payloads inside successful responses.
  • NEW bridge_vehicle toolset, make anything drivable: create_vehicle_controller turns any Rigidbody prop into a raycast car (4-corner suspension, drift-capable grip model, and a built-in driver seat with host-routed ownership), create_seat_system is the standalone networked one-occupant seat (chairs, benches, turret mounts), tune_vehicle applies arcade / drift / offroad / race handling presets by reflection (live-verified end to end), and create_physics_grab_tool is a physgun-lite: grab, swing, and throw props with the physics staying live.
  • NEW bridge_workflow toolset, scene checkpoints, the agent-side undo: checkpoint_scene snapshots every root GameObject (full serialization) to temp storage outside the project, restore_checkpoint rolls the scene back from a snapshot (explicit id required, destructive, never guesses; the scene file stays untouched until you save), and list_checkpoints browses them. Checkpoint before risky batch edits, roll back if they go wrong: live-verified by resurrecting a deleted object from a 317-root snapshot.
  • describe_scene, one-call scene orientation: component histogram, cameras with positions, light count, tag histogram, and aggregate content bounds. The scene-level partner to describe_project. It works in play mode too.
  • Two more scaffolds: create_team_assigner (host-authoritative smallest-bucket team draft with a broadcast-mirrored roster) and create_idle_income (a host-authoritative passive income ticker that auto-wires any sibling economy wallet with zero compile-time coupling, completing the idle kit with create_economy_wallet and create_offline_progress).
  • Prefabs are real now: create_prefab writes the full engine serialization (every component with its property values, all children), instantiate_prefab actually recreates the tree, and get_prefab_info returns a structured tree summary instead of a raw JSON dump.
  • New tools: find_broken_references (scene-wide broken-reference scan, including .scene/.prefab files), describe_project (one-call project orientation), playtest_abort, and a batch family: batch_set_property / batch_delete / batch_add_component / batch_reparent, all with a dryRun: true validate-first convention.
  • The stdio server survives as the lifeline (npx -y sbox-mcp-server@2 --lifeline): 7 editor-down diagnostics tools: log reading, compile errors, docs search, self-test, bridge status, that keep working when the editor dies (the native server dies with it). Six tools (spawn_model, list_scenes, save_scene, undo, redo, remove_component) are now served by native built-ins with the same names and semantics; file IPC remains compiled-in as a fallback (its retirement, once planned for v2.1.0, is deferred).
v1.18 – v1.20: engine-week support & the scaffold tiers
  • v1.20 "Director's Cut" (+19 tools, the biggest wave since v1.4): Sandbox.MovieMaker cutscene playback the same week it reached the shipping build, plus cinematics & dialogue, hardened networking primitives (validated + rate-limited host RPCs, targeted RPCs, local-player resolution, host-migration recovery), interaction & carry, loot/economy, and UI feedback. 228 tools / 219 handlers.
  • v1.19: the Game Feel pack (+3): trauma-model camera shake, five-preset light flicker, and floating combat text. The juice layer that makes a working game feel alive.
  • v1.18 (+5): same-week support for s&box's new LipSync component, plus the four remaining Tier-1 community scaffolds: round state machine, interaction station, event director, and multi-slot saves.
  • Also in this span: relicensed from AGPL-3.0 to a source-available (no redistribution) license, still free to use and modify locally for your own games, free or commercial.
v1.17: gameplay verification
  • playtest / playtest_status: run a scripted gameplay loop in play mode (move / look / action / jump / set / wait / capture / assert) and get a pass/fail transcript. Assertions evaluate IN-FRAME, so transient state like a jump's airborne frame is catchable, impossible via separate tool calls. The first tool that verifies a playable loop, not just a static scene.
  • Dogfooded live on a real game: walk β†’ assert moved β†’ jump β†’ assert airborne the next frame β†’ land β†’ assert grounded, verdict PASS.
  • v1.17.1 polish: a Displacement assert read (scalar distance moved from the loop's start, a clean, facing-independent movement proof) and a capture step that screenshots the live player POV mid-loop. 201 tools / 192 handlers.
v1.16: bug-fix & polish
  • Vector params now accept the "x,y,z" string form everywhere: raycast / physics_overlap / screenshot_from / capture_view (and every vector-param tool) previously rejected the comma-string form their schemas advertise. Fixed centrally, verified live.
  • Docs corrected (the bridge frame loop is static, the dock doesn't need to be open; create_material resolved); run_tests dropped as infeasible. No new tools (still 199 / 190).
v1.15: debug visualization
  • debug_draw_line / ray / box / sphere draw world-space debug shapes (color + thickness); debug_clear wipes them.
  • They render in the editor viewport AND in play mode (capturable via capture_view): visualize a raycast hit, an overlap volume, a trigger's bounds, an NPC sight cone, or a patrol path.
v1.14: playtest controls
  • set_time_scale: pause / slow-mo / fast-forward the running game (0 = pause, 0.1 = frame-by-frame, 2+ = fast-forward idle/economy ticks).
  • get_profiler_stats: live engine performance counters: FPS, frame & GPU ms, allocations, memory, exceptions, and per-category timings.
v1.13: the system-scaffold set, completed
  • +4 system scaffolds, all compile-verified live: create_leaderboard_panel, create_inventory, create_stat_modifier_system, create_placement_mode.
  • Completes the scaffold stack the genre recipes compose from.
v1.12: scaffolds, lints & a CI gate
  • +6 tools: create_interactable (the IPressable primitive), create_weighted_loot_table, create_save_system (versioned, sanitize-on-load, debounced autosave), plus sandbox_lint + razor_lint and copy_asset_with_dependencies.
  • Correctness gates: a CI parity check (TS↔C# drift + a 4-way version lock) and a C# syntax gate, so a bad sync can't take the bridge down.
  • Whitelist correction: System.Math / MathF compile on the current SDK (the old 'MathX only' advice was stale).
v1.11: the game-director trio
  • create_round_phase_machine + create_day_night_clock join create_economy_wallet as a host-authoritative 'game director' set: currency, round/match flow, and time-of-day, all [Sync]-correct out of the box.
  • The cookbook brain was fully re-mined across 51 shipped games.
v1.10: call methods, drive input & the first mined scaffold
  • invoke_method (call a component method with arguments), ensure_input_action (register a .sbproj input action), drive_player (drive the live PlayerController across play-mode frames).
  • create_economy_wallet: the first scaffold mined straight from the 51-game corpus.
v1.9: the brain + see-and-verify
  • The companion plugin now bundles sbox-cookbook: a code-grounded recipe library mined from real, shipped open-source s&box games + the modern engine source.
  • +6 inspection & validation tools: inspect_networked_object, networking_lint, scene_validate, save_inspect, services_query, simulate_input. The AI can now verify multiplayer, saves, and scenes instead of hoping.
v1.7: play-mode eyes, AI brains & playable scaffolds
  • capture_view captures the live game in play mode (player POV + HUD), not just the edit scene.
  • create_npc_brain generates a behavior state machine (patrol β†’ chase β†’ search) with FOV cone, line-of-sight, hearing, and 5 presets; plus patrol routes and wave spawners.
  • Gameplay scaffolds (health, pickup, objective) + wiring tools turn placed objects into a playable loop; a run_self_test health check.
v1.6: animation & better eyes
  • set_animgraph_param drives a Citizen's AnimationGraph; play_animation plays a named sequence; list_animations shows every animation a model has.
  • screenshot_orbit captures an object from several angles in one call; get_bounds returns world-space size/center/extents.
v1.5: reliability & autonomy
  • read_log + get_compile_errors surface compile failures even when the editor has stalled.
  • screenshot_from aims the camera at any object/point; list_libraries detects installed addons; recompile_asset; navmesh bake + path queries.
  • restart_editor lets the bridge restart s&box itself to apply changes; in-session docs search; a security & correctness hardening pass.
v1.4: the Scene Authoring update (+32 tools)
  • Went from editing one object at a time to composing entire scenes: lighting & atmosphere, characters (spawn/dress/pose Citizens), scene layout, environment scatter, and object utilities.
  • Verifiable-first: every non-experimental tool renders in the editor or returns concrete data.
v1.3: stability & liveness
  • A real heartbeat replaced the old 'always connected' false positive.
  • The request queue + heartbeat moved to a static frame handler, so tool calls process whether or not the Claude Bridge dock is open.
  • Clearer timeouts that name which side failed; editor bootstrap crash fixed.
v1.2 / v1.1: foundations
  • Reliable first-time install (correct Libraries/ target), scene-edits refused during play mode (no save corruption), fault tolerance (one broken tool can't take the rest down).
  • A TROUBLESHOOTING guide, plus world-editing, terrain sculpting, forest painting, and live API/type discovery.

Full technical release notes live in the CHANGELOG on GitHub.