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Bump Microsoft.Build.Framework from 17.11.48 to 18.4.0#3

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Bump Microsoft.Build.Framework from 17.11.48 to 18.4.0#3
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@dependabot dependabot Bot commented on behalf of github Apr 13, 2026

Updated Microsoft.Build.Framework from 17.11.48 to 18.4.0.

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Sourced from Microsoft.Build.Framework's releases.

18.4.0

What's Changed

18.3.3

What's Changed

18.0.2

What's Changed

17.14.28

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17.14.8

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Full Changelog: dotnet/msbuild@v17.14.5...v17.14.8

17.14.5

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17.14.0-preview-25177-05

Release

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17.14.0-preview-25155-01

Release

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17.14.0-preview-25110-01

Release

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17.13.9

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17.12.6

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17.12.0-preview-24473-03

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17.12.0-preview-24422-09

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17.12.0-preview-24374-02

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AlainDor and others added 3 commits April 13, 2026 09:13
… over MCP

Native .NET 10 MCP server providing AI coding assistants with deep Godot C#
integration. When a Godot C# game crashes, the agent sees the exception with
full Roslyn source context and can fix it in one turn instead of ten.

Features:
- Runtime exception pipeline with multi-source capture and Roslyn enrichment
- 5-pillar tool system: core, runtime, csharp, build, scene
- C# analysis via Roslyn workspace (find symbol, references, signatures)
- Build intelligence with Roslyn-enriched diagnostics
- Scene CRUD via headless Godot dispatch
- Wick.Runtime in-process companion NuGet
- GDScript support (parsing, LSP, DAP)
- Editor bridge integration (live scene tree, node properties, method calls)

219 tests (207 unit + 12 integration), 0 warnings, 0 build errors.
.NET 10 / C# 14, MIT licensed.

Clean-room reimplementation inspired by GoPeak (MIT, © Solomon Elias).
See ATTRIBUTION.md for credits.
---
updated-dependencies:
- dependency-name: Microsoft.Build.Framework
  dependency-version: 18.4.0
  dependency-type: direct:production
  update-type: version-update:semver-major
...

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dependabot Bot commented on behalf of github Apr 13, 2026

OK, I won't notify you again about this release, but will get in touch when a new version is available. If you'd rather skip all updates until the next major or minor version, let me know by commenting @dependabot ignore this major version or @dependabot ignore this minor version. You can also ignore all major, minor, or patch releases for a dependency by adding an ignore condition with the desired update_types to your config file.

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@dependabot dependabot Bot deleted the dependabot/nuget/Microsoft.Build.Framework-18.4.0 branch April 13, 2026 17:11
AlainDor added a commit that referenced this pull request Apr 19, 2026
…r bridge

The headline demo (docs/exception-pipeline.md, docs/demo/walkthrough)
showed enriched exceptions carrying a populated "scene" block. In reality
GodotBridgeManager.GetSceneContext() returned hardcoded null, so every
runtime_diagnose / runtime_get_exceptions response on a real game shipped
"scene": null and the headline before/after comparison was unsupported.

Resolves the post-v0.5 audit's product F3 / top-5 #3.

What changed:
- IGodotBridgeManagerAccessor: GetSceneContext() -> GetSceneContextAsync(ct).
  Async because the underlying TCP RPC is async; sync-over-async on the
  enrichment hot path was the wrong pattern.
- GodotBridgeManager.GetSceneContextAsync(): calls EditorClient.GetSceneTreeAsync()
  with a 1500ms timeout (linked CTS), then parses the JSON via the new
  SceneContextParser. Returns null on disconnect, timeout, ConnectionLostException,
  JsonException, or InvalidOperationException - exception enrichment can
  never block on a stuck Godot editor.
- SceneContextParser (new, in Wick.Providers.Godot): static helper that
  parses the editor_scene_tree wire shape (defined in
  addons/wick/mcp_json_rpc_server.gd::_serialize_node) into SceneContext
  with ScenePath + recursive NodeCount. Extracted as a static class so it
  is unit-testable without a live bridge.
- ExceptionEnricher.TryGetSceneContextAsync: now async; awaits the bridge
  call. EnrichAsync awaits the new path.

Test coverage added (7 new SceneContextParser unit tests):
- flat root with no children -> path + NodeCount=1
- nested 5-node tree -> recursive count
- {"error": "..."} envelope -> null (the GDScript handler's failure shape)
- non-object input -> null
- missing path field -> context with null path
- non-string path -> treated as missing
- 11-deep linear chain stress -> exact count, no overflow

Existing ExceptionEnricherTests updated to substitute the async signature.

Run: dotnet build Wick.slnx --configuration Release && dotnet test
     Result: 227/227 passing (was 220), 0 warnings.

ThrowingNode is left null in v1 (deriving it requires correlating a stack
frame against the live scene graph, a separate pass).

Made-with: Cursor
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