Docs: add changelog and contributing guide

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# Changelog
All notable changes to Funplay MCP for Cocos will be documented in this file.
This project follows a simple changelog format inspired by [Keep a Changelog](https://keepachangelog.com/), and uses semantic versioning when releases are tagged.
## [0.1.0] - 2026-04-15
### Added
- Embedded HTTP MCP server inside a Cocos Creator extension.
- `Funplay > MCP Server` editor panel for service management and one-click MCP client configuration.
- One-click configuration support for Claude Code / Claude Desktop, Cursor, VS Code, Trae, Kiro, and Codex.
- Primary unified tool: `execute_javascript`.
- `context: "scene"` for active scene/runtime automation.
- `context: "editor"` for Cocos editor/browser automation.
- Compatibility execution tools:
- `execute_scene_script`
- `execute_editor_script`
- MCP protocol capabilities:
- `initialize`
- `tools/list`
- `tools/call`
- `resources/list`
- `resources/read`
- `resources/templates/list`
- `prompts/list`
- `prompts/get`
- `core` tool profile with 50 high-signal tools.
- `full` tool profile with 67 tools.
- Scene and hierarchy inspection tools.
- Node, component, UI, camera, animation, prefab, and asset tools.
- File read/write/search tools and asset refresh helpers.
- TypeScript diagnostic tools for Cocos projects.
- Runtime state and time-scale control tools.
- Button, node event, component method, mouse, keyboard, and preview input simulation tools.
- Desktop, editor, scene, game, and preview screenshot tools.
- MCP resources for project context, scene state, selection, script errors, and interaction history.
- MCP prompts for script repair, playable prototype creation, scene validation, and scene auto-wiring.
- Debug logs for server lifecycle events.
- English and Chinese README files.
- MIT license file.
### Changed
- Promoted `execute_javascript` as the recommended primary tool across tool descriptions, prompts, and documentation.
- Simplified the Cocos panel to focus on service management and MCP client configuration.
- Changed the menu entry to `Funplay > MCP Server`.
### Fixed
- Fixed panel initialization issues caused by unsafe DOM querying.
- Fixed relative-path handling for asset open/select workflows.
- Fixed bundled Cocos TypeScript diagnostic lookup.
- Improved scene/game screenshot targeting with panel-level cropping when available.
- Improved low-level mouse drag coordinates for panel-relative input injection.
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# Contributing to Funplay MCP for Cocos
Thanks for your interest in contributing to Funplay MCP for Cocos.
This repository is a Cocos Creator editor extension that embeds an MCP server. Contributions that improve reliability, editor compatibility, documentation, and AI-driven Cocos workflows are welcome.
## Development Setup
1. Clone the repository:
```bash
git clone https://github.com/FunplayAI/funplay-cocos-mcp.git
cd funplay-cocos-mcp
```
2. Install it into a Cocos project as an extension:
```bash
mkdir -p /path/to/your-cocos-project/extensions
ln -s "$PWD" /path/to/your-cocos-project/extensions/funplay-cocos-mcp
```
You can also copy the repository folder instead of using a symlink.
3. Restart Cocos Creator or reload extensions.
4. Open the panel:
```text
Funplay > MCP Server
```
## Validation
Before opening a pull request, run:
```bash
npm run check
```
This validates the JavaScript syntax for the extension entry points and helper modules.
If your change affects live MCP behavior, also test against a running Cocos project:
```bash
curl -sS http://127.0.0.1:8765/health
```
If you use a custom port, replace `8765` with your configured port.
## Project Structure
```text
browser.js Cocos browser/editor extension entry and service lifecycle
scene.js Scene-side execution bridge and scene tool implementations
panel/index.js Minimal MCP Server panel UI
lib/server.js HTTP JSON-RPC MCP server
lib/tool-registry.js Tool definitions and handlers
lib/resources.js MCP resources
lib/prompts.js MCP prompts
lib/client-config.js One-click MCP client configuration
lib/assets.js Asset database helpers
lib/diagnostics.js TypeScript diagnostics
lib/input.js Electron input simulation
lib/screenshots.js Screenshot helpers
```
## Contribution Guidelines
- Keep the `core` profile focused. Avoid adding noisy tools to `core` unless they are broadly useful for AI clients.
- Prefer improving `execute_javascript` workflows when one flexible tool is better than many narrow tools.
- Add tools to `full` when they are useful but not essential for the default AI workflow.
- Keep the Cocos panel simple. The main panel should focus on service management and MCP client configuration.
- Avoid adding runtime dependencies to built games; this extension should remain editor-only.
- Keep changes small and focused.
- Update `README.md`, `README_CN.md`, or `CHANGELOG.md` when behavior changes.
- Do not commit generated Cocos folders such as `library/`, `temp/`, or build output.
## Tool Design Notes
When adding a new tool:
1. Add the tool definition in `lib/tool-registry.js`.
2. Use `profile: "core"` only for high-signal tools.
3. Put scene/runtime work behind `sceneBridge.call(...)` when it must run in the active Cocos scene.
4. Use editor-side helpers for asset-db, filesystem, and panel/client configuration workflows.
5. Return JSON-serializable data where possible.
6. Add clear input schema descriptions so AI clients can choose the tool correctly.
7. Test the tool with `tools/list` and `tools/call`.
## Documentation
The documentation is bilingual:
- `README.md` for English
- `README_CN.md` for Chinese
When adding user-facing behavior, update both files when possible.
## Pull Requests
A good pull request should include:
- A clear summary of the change
- What Cocos Creator version was tested
- Whether the MCP server was tested through an AI client or direct HTTP calls
- Any screenshots if the change affects the panel or visual scene output
- Notes about compatibility or limitations
## License
By contributing, you agree that your contributions will be licensed under the MIT License used by this repository.