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chore: vendor blender-mcp as a git submodule alongside godot-mcp
Both mcp/godot-mcp and mcp/blender-mcp were already cloned locally and registered in .gitmodules/.mcp.json/CLAUDE.md, but neither submodule's gitlink had actually been committed, so a fresh clone wouldn't pull either down. Stages the two gitlinks so `git submodule update --init --recursive` works as documented.
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@@ -25,6 +25,20 @@ npm run build
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`GODOT_PATH` (env var in `.mcp.json`) is left blank to auto-detect the Godot executable; set it explicitly if auto-detection fails on your machine.
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## Blender MCP server
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This repo vendors [blender-mcp](https://github.com/ahujasid/blender-mcp) as a git submodule at `mcp/blender-mcp` and registers it in `.mcp.json`. **Prefer the blender-mcp tools over manual scripting** when the task involves creating or editing 3D models, materials, or scenes in Blender (e.g. ship/arena assets) — it drives a live Blender instance directly rather than hand-writing `.blend`/Python scene-manipulation code.
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Setup after cloning (same submodule caveat as godot-mcp above):
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```bash
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git submodule add https://github.com/ahujasid/blender-mcp.git mcp/blender-mcp
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cd mcp/blender-mcp
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uv sync
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```
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One-time manual step (GUI, can't be scripted): install the Blender addon — Blender → Edit → Preferences → Add-ons → Install → select `mcp/blender-mcp/addon.py` → enable "Interface: Blender MCP". Blender must be running with the addon's socket server started (default `localhost:9876`) for the MCP tools to connect; override with the `BLENDER_HOST` / `BLENDER_PORT` env vars in `.mcp.json` if needed.
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## Commands
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There is no build step, linter, or automated test suite for the GDScript project itself — Godot projects run directly from source.
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