Claude Bridge — v1.x → v1.y (2026-04-26)

  21 new tools, 109 total. Major focus: world editing and code discovery.

  🌍 Map & World Editing (new)

  The bridge can now drive map-building components that follow a List<feature> + [Button] pattern. Works with the
  included Sasquatched-style MapBuilder / CaveBuilder / ForestGenerator, or any custom component shaped the same way.

  - invoke_button — press any [Button] on any component (the keystone tool — works on every project)
  - list_component_buttons — discover buttons available on a component
  - add_terrain_hill / add_terrain_clearing / add_terrain_trail — sculpt the heightmap by adding features
  - clear_terrain_features — wipe Hills / Clearings / Trails / CavePath / all
  - raycast_terrain — sample surface height at a world XY (place props on the surface)
  - add_cave_waypoint / clear_cave_path — edit cave tunnel paths
  - add_forest_poi / add_forest_trail — add clearing zones and trail gaps to procedural forests
  - set_forest_seed / clear_forest_pois — re-roll layouts, reset

  🎨 Terrain Sculpting & Painting (new — Level 3)

  - sculpt_terrain — direct heightmap brush with raise / lower / flatten / smooth modes
  - paint_forest_density — paint circular biome regions with density multipliers (0 = clearing, 2 = dense)
  - place_along_path — drop instances of any model along a curve with spacing, jitter, and scale variation

  🔍 Code Discovery (new)

  Stops Claude from guessing s&box APIs by exposing Game.TypeLibrary reflection.

  - describe_type — full surface of any type: properties, methods, events, attributes
  - search_types — find types by name pattern, optionally filter to Components only
  - get_method_signature — formal signature with all overloads, parameter types, defaults
  - find_in_project — grep your project for a symbol to find usage examples

  🔧 Component Reference (new)

  - set_prefab_ref — assign a prefab GameObject to a component property (the case set_property couldn't handle)

  🛠 Reliability Fixes

  - Fixed is_playing always returning false after start_play succeeded. Now uses EditorScene.Play with SetPlaying
  fallback, plus a PlayState tracker that combines multiple signals.
  - Better error messages from invoke_button — unwraps TargetInvocationException so you see the real inner error from
  your component code, not the generic reflection wrapper.
  - Cleaner addon dispatch — removed ~150 lines of legacy hardcoded scene-builder code that's superseded by the new
  component-driver pattern.

  📦 Tool Count

  ┌──────────────────────────────────┬────────┬───────┐
  │                                  │ Before │ After │
  ├──────────────────────────────────┼────────┼───────┤
  │ Defined                          │ 89     │ 109   │
  ├──────────────────────────────────┼────────┼───────┤
  │ Implemented                      │ 78     │ 100   │
  ├──────────────────────────────────┼────────┼───────┤
  │ Not implementable (no s&box API) │ 11     │ 9     │
  └──────────────────────────────────┴────────┴───────┘

  🔄 Compatibility Notes

  - The new map-edit tools (add_terrain_hill, etc.) work on any project with components shaped like MapBuilder /
  CaveBuilder / ForestGenerator (a [Property] List<FeatureClass> plus [Button] to rebuild).
  - invoke_button, list_component_buttons, raycast_terrain, set_prefab_ref, and all four discovery tools work on any
  project, no specific component required.
  - All existing 78 tools unchanged. Drop-in upgrade.

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