# Native Automation Completion Log

This document tracks ongoing work to replace stubbed or registry-based fallbacks with full native editor implementations across the MCP Automation Bridge plugin.

## Asset Workflow & Source Control

| Action | Current State | Needed Work |
| --- | --- | --- |
| `get_source_control_state` | Implemented (checkout status, user). | ✅ Done |
| `analyze_graph` | Implemented (recursive dependencies analysis). | ✅ Done |
| `import` / `export` | Native AssetTools implementation. | ✅ Done |

## Sequence Handlers

| Action | Current State | Needed Work |
| --- | --- | --- |
| `sequence_create` | Uses native asset creation when WITH_EDITOR. | ✅ Done |
| `sequence_open` | Opens the asset in an editor window. | ✅ Done |
| `sequence_add_camera` | Spawns camera and adds to level sequence. | ✅ Done |
| `sequence_play` / `sequence_pause` / `sequence_stop` | Native editor playback control. | ✅ Done |
| `sequence_add_actor` / `sequence_add_actors` | Native binding creation (Possessables). | ✅ Done |
| `sequence_add_spawnable_from_class` | Native spawnable creation and track binding. | ✅ Done |
| `sequence_remove_actors` | Removes bindings and tracks. | ✅ Done |
| `sequence_get_bindings` | Lists bindings from MovieScene. | ✅ Done |
| `sequence_get_properties` | Returns frame rate + playback range. | ✅ Done |
| `sequence_set_playback_speed` | Sets playback speed via Sequencer. | ✅ Done |
| `sequence_cleanup` | Removes actors by prefix. | ✅ Done |

## Graph Actions (Consolidated)

| Action | Current State | Needed Work |
| --- | --- | --- |
| `manage_blueprint` (graph) | Implemented (nodes, pins, properties). | Refine `Literal` node creation. |
| `manage_blueprint` (add_component) | Implemented (UE 5.7+ SubobjectDataInterface support added). | ✅ Done |
| `manage_effect` (graph) | Implemented (modules, removal, emitters, params). | ✅ Done |
| `manage_asset` (material graph) | Implemented (nodes, removal, details, connections). | ✅ Done |
| `manage_asset` (behavior tree) | Implemented (nodes, removal, connections, properties). | ✅ Done |

## World Partition & Level Composition

| Action | Current State | Needed Work |
| --- | --- | --- |
| `manage_level` (world partition) | Implemented (`load_cells`, `set_datalayer`). | ✅ Done (UE 5.7+ support added) |

## Input System

| Action | Current State | Needed Work |
| --- | --- | --- |
| `manage_input` | Implemented (Input Actions, Mapping Contexts, Bindings). | ✅ Done |

## System, Render & Pipeline

| Action | Current State | Needed Work |
| --- | --- | --- |
| `manage_asset` (render target) | Implemented (`create_render_target`). | Implement `nanite_rebuild_mesh`. |
| `system_control` (lumen) | Implemented (`lumen_update_scene`). | |
| `system_control` (pipeline) | Implemented (`run_ubt`). | ✅ Done (Streamed via Node) |
| `system_control` (tests) | Implemented (`run_tests`). | Add result streaming. |
| `system_control` (settings) | Implemented (`set_project_setting`). | ✅ Done |
| `manage_blueprint` (events) | Implemented (`add_event` for Custom/Standard). | ✅ Done |

## Observability

| Action | Current State | Needed Work |
| --- | --- | --- |
| `system_control` (logs) | Implemented (`subscribe`). | Add real-time streaming. |
| `system_control` (debug) | Implemented (`spawn_category`). | Add GGameplayDebugger integration. |
| `system_control` (insights) | Implemented (`start_session`). | Add FTraceAuxiliary integration. |
| `control_editor` (ui) | Implemented (`simulate_input`). | Add FSlateApplication integration. |

## SCS (Simple Construction Script) Helpers

| Action | Current State | Needed Work |
| --- | --- | --- |
| `get_blueprint` | Requires editor build; returns serialized component tree. | ✅ Done |
| `modify_scs` | Full editor implementation (add/remove/attach). | ✅ Done |
| `add_scs_component` / `remove_scs_component` | Editor-only; fail fast when unavailable. | ✅ Done |

## Security & Hardening

| Feature | Status | Details |
| --- | --- | --- |
| **Path Sanitization** | ✅ Implemented | Enforces project-relative paths (`/Game`, `/Engine`, `/Script`) and rejects traversal (`..`) in `import`, `create_folder`, etc. |
| **Pointer Safety** | ✅ Verified | Robust `nullptr` checks and weak pointers in C++ handlers. |
| **Concurrency** | ✅ Verified | Thread-safe queue and GameThread dispatching for all automation requests. |

## Blueprint Authoring (Recap)

All `blueprint_*` authoring commands now require editor support and execute natively. Remaining polish:

- Expand `blueprint_add_node` to cover additional K2 nodes safely.
- Provide higher-level helpers once Sequencer bindings are in place (e.g., node creation shortcuts tied to bindings).
- Registry fallbacks have been removed for `blueprint_set_default` and `blueprint_compile`; these actions now fail fast when the editor build is unavailable.
- `ensure_exists` and `get_blueprint` now return `NOT_AVAILABLE` when the editor runtime is missing instead of consulting cached registry data.

## Niagara & Effect Handlers

| Action | Current State | Needed Work |
| --- | --- | --- |
| `spawn_niagara` | Spawns Niagara actors. | Support attachment targets, optional lifespan, undo stack. |
| `set_niagara_parameter` | Supports float/vector/color/bool/int params. | ✅ Done |
| `create_niagara_ribbon` | Implemented (spawns actor, sets user params). | ✅ Done |
| `manage_effect` (legacy actions) | Stubbed (`NOT_IMPLEMENTED`). | Define expected presets and implement spawn routines + cleanup. |
| `create_dynamic_light` | Spawns lights, sets intensity/color; no undo/pulse logic. | Add transactions, pulse animation, optional mobility + cleanup helpers. |

## UI Handlers

| Action | Current State | Needed Work |
| --- | --- | --- |
| `create_hud` | Implemented (creates widget + adds to viewport). | ✅ Done |
| `set_widget_text` | Implemented (finds widget + sets text). | ✅ Done |
| `set_widget_image` | Implemented (loads texture + sets image). | ✅ Done |
| `set_widget_visibility` | Implemented (finds widget + sets visibility). | ✅ Done |
| `remove_widget_from_viewport` | Implemented (removes widget). | ✅ Done |

## Editor Function Helpers

- `execute_editor_function` routes many editor actions.
- `CALL_SUBSYSTEM` added for generic subsystem access.
- `ADD_WIDGET_TO_VIEWPORT` implemented.

## Advanced Authoring Tools (Phases 7-20)

### Phase 7: Skeleton & Rigging (`manage_skeleton`)

| Action | Status | Notes |
|--------|--------|-------|
| `get_skeleton_info`, `list_bones`, `list_sockets` | ✅ Done | Query operations |
| `create_socket`, `configure_socket`, `create_virtual_bone` | ✅ Done | Native implementation |
| `create_physics_asset`, `add_physics_body`, `configure_physics_body` | ✅ Done | Physics asset creation |
| `add_physics_constraint`, `configure_constraint_limits` | ✅ Done | Constraint setup |
| `bind_cloth_to_skeletal_mesh` | ✅ Done | Uses `UClothingAssetBase::BindToSkeletalMesh()` |
| `create_morph_target`, `set_morph_target_deltas` | ✅ Done | Morph target authoring |

### Phase 8: Material Authoring (`manage_material_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_material`, `set_blend_mode`, `set_shading_model` | ✅ Done | Material creation |
| `add_texture_sample`, `add_scalar_parameter`, `add_vector_parameter` | ✅ Done | Expression nodes |
| `add_math_node`, `add_fresnel`, `add_noise`, `add_voronoi` | ✅ Done | Math & procedural |
| `connect_nodes`, `disconnect_nodes` | ✅ Done | Graph connections |
| `create_material_instance`, `set_*_parameter_value` | ✅ Done | Material instances |
| `add_landscape_layer` | ✅ Done | Uses `ULandscapeLayerInfoObject` |
| `configure_layer_blend` | ✅ Guidance | Layer blending via material expressions |

### Phase 9: Texture (`manage_texture`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_noise_texture`, `create_gradient_texture`, `create_pattern_texture` | ✅ Done | Procedural generation |
| `create_normal_from_height` | ✅ Done | Height-to-normal conversion |
| `set_compression_settings`, `set_texture_group`, `configure_virtual_texture` | ✅ Done | Texture settings |
| `get_texture_info` | ✅ Done | Texture properties |
| `create_ao_from_mesh` | ✅ Done | GPU ray tracing for real AO baking |
| `adjust_curves`, `channel_extract` | ✅ Done | LUT-based curve adjustment, channel extraction |
| Texture processing (blur, resize, levels) | ✅ Done | Implemented via FImageUtils and platform texture ops |

### Phase 10: Animation Authoring (`manage_animation_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_animation_sequence`, `add_bone_track`, `set_bone_key` | ✅ Done | Keyframe animation |
| `create_montage`, `add_montage_section`, `add_montage_slot` | ✅ Done | Montage authoring |
| `create_blend_space_1d`, `create_blend_space_2d`, `add_blend_sample` | ✅ Done | Blend spaces |
| `create_anim_blueprint`, `add_state_machine`, `add_state`, `add_transition` | ✅ Done | AnimBP state machines |
| `create_control_rig` | ✅ Done | Uses `UControlRigBlueprintFactory` |
| `create_ik_rig` | ✅ Done | Uses `UIKRigDefinitionFactory` |
| `create_ik_retargeter` | ✅ Done | Uses `UIKRetargetFactory` |

### Phase 11: Audio Authoring (`manage_audio_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_sound_cue`, `add_cue_node`, `connect_cue_nodes` | ✅ Done | Sound Cue graph |
| `create_metasound`, `add_metasound_node` | ✅ Done | MetaSound authoring |
| `create_sound_class`, `create_sound_mix` | ✅ Done | Audio classes & mixes |
| `create_attenuation_settings`, `configure_spatialization` | ✅ Done | 3D audio settings |
| `create_dialogue_voice`, `create_dialogue_wave` | ✅ Done | Dialogue system |

### Phase 12: Niagara Authoring (`manage_niagara_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_niagara_system`, `create_niagara_emitter` | ✅ Done | System/emitter creation |
| `add_spawn_rate_module`, `add_initialize_particle_module` | ✅ Done | Spawn modules |
| `add_force_module`, `add_velocity_module` | ✅ Done | Physics modules |
| `add_sprite_renderer_module`, `add_mesh_renderer_module` | ✅ Done | Renderers |
| `add_user_parameter`, `bind_parameter_to_source` | ✅ Done | Parameter binding |
| `enable_gpu_simulation`, `add_simulation_stage` | ✅ Done | GPU simulation |

### Phase 13: Gameplay Ability System (`manage_gas`)

| Action | Status | Notes |
|--------|--------|-------|
| `add_ability_system_component`, `create_attribute_set` | ✅ Done | GAS setup |
| `create_gameplay_ability`, `set_ability_costs`, `set_ability_cooldown` | ✅ Done | Ability authoring |
| `create_gameplay_effect`, `add_effect_modifier` | ✅ Done | Effect creation |
| `create_gameplay_cue_notify`, `set_cue_effects` | ✅ Done | Gameplay cues |

### Phase 14: Character System (`manage_character`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_character_blueprint`, `configure_capsule_component` | ✅ Done | Character creation |
| `configure_movement_speeds`, `configure_jump`, `configure_rotation` | ✅ Done | Movement setup |
| `setup_mantling`, `setup_vaulting`, `setup_climbing` | ✅ Done | Advanced movement |
| `setup_footstep_system`, `map_surface_to_sound` | ✅ Done | Footstep system |

### Phase 15: Combat System (`manage_combat`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_weapon_blueprint`, `set_weapon_stats` | ✅ Done | Weapon creation |
| `configure_hitscan`, `configure_projectile` | ✅ Done | Firing modes |
| `create_projectile_blueprint`, `configure_projectile_homing` | ✅ Done | Projectiles |
| `create_damage_type`, `setup_hitbox_component` | ✅ Done | Damage system |
| `configure_combo_system`, `create_hit_pause` | ✅ Done | Melee combat |

### Phase 16: AI System (`manage_ai`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_ai_controller`, `assign_behavior_tree` | ✅ Done | AI controller |
| `create_blackboard_asset`, `add_blackboard_key` | ✅ Done | Blackboard |
| `create_eqs_query`, `add_eqs_generator`, `add_eqs_test` | ✅ Done | EQS queries |
| `add_ai_perception_component`, `configure_sight_config` | ✅ Done | Perception |
| `create_state_tree`, `add_state_tree_state` | ✅ Done | State Trees (UE5.3+) |
| `create_smart_object_definition`, `add_smart_object_slot` | ✅ Done | Smart Objects |

### Phase 17: Inventory System (`manage_inventory`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_item_data_asset`, `set_item_properties` | ✅ Done | Item data |
| `create_inventory_component`, `configure_inventory_slots` | ✅ Done | Inventory component |
| `create_equipment_component`, `define_equipment_slots` | ✅ Done | Equipment |
| `create_loot_table`, `add_loot_entry` | ✅ Done | Loot system |
| `create_crafting_recipe`, `create_crafting_station` | ✅ Done | Crafting |

### Phase 18: Interaction System (`manage_interaction`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_interaction_component`, `configure_interaction_trace` | ✅ Done | Interaction setup |
| `create_door_actor`, `create_switch_actor`, `create_chest_actor` | ✅ Done | Interactables |
| `setup_destructible_mesh`, `configure_destruction_effects` | ✅ Done | Destructibles |
| `create_trigger_actor`, `configure_trigger_events` | ✅ Done | Triggers |

### Phase 19: Widget Authoring (`manage_widget_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_widget_blueprint`, `set_widget_parent_class` | ✅ Done | Widget creation |
| `add_canvas_panel`, `add_horizontal_box`, `add_vertical_box` | ✅ Done | Layout containers |
| `add_grid_panel`, `add_uniform_grid`, `add_wrap_box`, `add_scroll_box` | ✅ Done | Advanced layouts |
| `add_size_box`, `add_scale_box`, `add_border` | ✅ Done | Sizing containers |
| `add_text_block`, `add_rich_text_block`, `add_image`, `add_button` | ✅ Done | Common widgets |
| `add_check_box`, `add_slider`, `add_progress_bar`, `add_text_input` | ✅ Done | Input widgets |
| `add_combo_box`, `add_spin_box`, `add_list_view`, `add_tree_view` | ✅ Done | Advanced widgets |
| `set_anchor`, `set_alignment`, `set_position`, `set_size` | ✅ Done | Layout properties |
| `set_padding`, `set_z_order`, `set_render_transform`, `set_visibility` | ✅ Done | Visual properties |
| `set_style`, `set_clipping` | ✅ Done | Styling |
| Property bindings (`bind_text`, `bind_visibility`, etc.) | ✅ Guidance | Requires Blueprint graph |
| Widget animations | ✅ Guidance | Requires Sequencer/UMG integration |
| UI templates (main_menu, HUD, etc.) | ✅ Guidance | Composite widgets |
| `preview_widget` | ✅ Done | Triggers recompile |

### Phase 20: Networking (`manage_networking`)

| Action | Status | Notes |
|--------|--------|-------|
| `set_property_replicated`, `set_replication_condition` | ✅ Done | Property replication |
| `configure_net_update_frequency`, `configure_net_priority` | ✅ Done | Net settings |
| `create_rpc_function`, `configure_rpc_validation` | ✅ Done | RPC creation |
| `set_owner`, `set_autonomous_proxy` | ✅ Done | Authority |
| `configure_client_prediction`, `configure_server_correction` | ✅ Done | Network prediction |
| `configure_replicated_movement` | ✅ Done | Movement replication |

### Phase 20.5: Audio Authoring (`manage_audio_authoring`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_sound_cue`, `create_metasound` | ✅ Done | Audio asset creation |
| `create_sound_class`, `create_sound_mix` | ✅ Done | Sound classes/mixes |
| `create_attenuation_settings` | ✅ Done | Attenuation |
| `create_dialogue_voice`, `create_dialogue_wave` | ✅ Done | Dialogue system |
| `add_sound_node`, `connect_sound_nodes` | ✅ Done | Sound cue graphs |

### Phase 21: Game Framework (`manage_game_framework`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_game_mode`, `create_game_state` | ✅ Done | Core game classes |
| `create_player_controller`, `create_player_state` | ✅ Done | Player classes |
| `create_game_instance`, `create_hud_class` | ✅ Done | Instance & HUD |
| `set_default_pawn_class`, `set_player_controller_class` | ✅ Done | Class configuration |
| `set_game_state_class`, `set_player_state_class` | ✅ Done | State configuration |
| `configure_game_rules` | ✅ Done | Game rules setup |
| `setup_match_states`, `configure_round_system` | ✅ Done | Match flow |
| `configure_team_system`, `configure_scoring_system` | ✅ Done | Teams & scoring |
| `configure_spawn_system`, `configure_player_start` | ✅ Done | Spawn configuration |
| `set_respawn_rules`, `configure_spectating` | ✅ Done | Player management |
| `get_game_framework_info` | ✅ Done | Query game mode info |

### Phase 22: Sessions & Local Multiplayer (`manage_sessions`)

| Action | Status | Notes |
|--------|--------|-------|
| `configure_local_session_settings` | ✅ Done | Max players, session name |
| `configure_session_interface` | ✅ Done | Online subsystem interface |
| `configure_split_screen` | ✅ Done | Enable/disable split-screen |
| `set_split_screen_type` | ✅ Done | Horizontal, vertical, quadrant |
| `add_local_player` | ✅ Done | Add local player |
| `remove_local_player` | ✅ Done | Remove local player |
| `configure_lan_play` | ✅ Done | LAN broadcast settings |
| `host_lan_server` | ✅ Done | Host LAN server |
| `join_lan_server` | ✅ Done | Join by IP/port |
| `enable_voice_chat` | ✅ Done | Enable/disable voice |
| `configure_voice_settings` | ✅ Done | Voice input/output settings |
| `set_voice_channel` | ✅ Done | Player voice channel |
| `mute_player` | ✅ Done | Mute/unmute player |
| `set_voice_attenuation` | ✅ Done | 3D voice attenuation |
| `configure_push_to_talk` | ✅ Done | PTT settings |
| `get_sessions_info` | ✅ Done | Query session info |

### Phase 23: Level Structure (`manage_level_structure`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_level`, `create_sublevel` | ✅ Done | Level asset creation |
| `configure_level_streaming` | ✅ Done | Streaming method configuration |
| `set_streaming_distance` | ✅ Done | Creates ALevelStreamingVolume and associates with ULevelStreaming; configures StreamingUsage |
| `configure_level_bounds` | ✅ Done | Bounds for streaming/culling |
| `enable_world_partition` | ✅ Done | Reports WP status; returns error if cannot enable (requires editor UI) |
| `configure_grid_size` | ✅ Done | Uses reflection to modify FSpatialHashRuntimeGrid array (CellSize, LoadingRange, Priority) |
| `create_data_layer` | ✅ Done | Creates UDataLayerAsset + UDataLayerInstance via UDataLayerEditorSubsystem |
| `assign_actor_to_data_layer` | ✅ Done | Uses UDataLayerEditorSubsystem::AddActorToDataLayer() |
| `configure_hlod_layer` | ✅ Done | Creates UHLODLayer asset with layer type, cell size, loading distance |
| `create_minimap_volume` | ✅ Done | Spawns AWorldPartitionMiniMapVolume (requires World Partition) |
| `open_level_blueprint` | ✅ Done | Open Level BP in editor |
| `add_level_blueprint_node` | ✅ Done | Add node to Level BP |
| `connect_level_blueprint_nodes` | ✅ Done | Connect BP node pins |
| `create_level_instance` | ✅ Done | ALevelInstance creation |
| `create_packed_level_actor` | ✅ Done | APackedLevelActor creation |
| `get_level_structure_info` | ✅ Done | Query level structure info |

### Phase 24: Volumes & Zones (`manage_volumes`)

| Action | Status | Notes |
|--------|--------|-------|
| `create_trigger_volume`, `create_trigger_box`, `create_trigger_sphere`, `create_trigger_capsule` | ✅ Done | Trigger volumes |
| `create_blocking_volume`, `create_kill_z_volume` | ✅ Done | Gameplay volumes |
| `create_pain_causing_volume`, `create_physics_volume` | ✅ Done | Physics/damage volumes |
| `create_audio_volume`, `create_reverb_volume` | ✅ Done | Audio volumes |
| `create_cull_distance_volume`, `create_precomputed_visibility_volume` | ✅ Done | Rendering volumes |
| `create_lightmass_importance_volume` | ✅ Done | Lighting volumes |
| `create_nav_mesh_bounds_volume`, `create_nav_modifier_volume` | ✅ Done | Navigation volumes |
| `create_camera_blocking_volume` | ✅ Done | Camera volumes |
| `set_volume_extent`, `set_volume_properties`, `get_volumes_info` | ✅ Done | Configuration & utility |

### Phase 25: Navigation System (`manage_navigation`)

| Action | Status | Notes |
|--------|--------|-------|
| **NavMesh Configuration** | | |
| `configure_nav_mesh_settings` | ✅ Done | Sets TileSizeUU, MinRegionArea, NavMeshResolutionParams (UE 5.7+) |
| `set_nav_agent_properties` | ✅ Done | Sets AgentRadius, AgentHeight, AgentMaxSlope, AgentMaxStepHeight |
| `rebuild_navigation` | ✅ Done | Calls `NavSys->Build()` |
| **Nav Modifiers** | | |
| `create_nav_modifier_component` | ✅ Done | Creates UNavModifierComponent via SCS |
| `set_nav_area_class` | ✅ Done | Sets area class on modifier component |
| `configure_nav_area_cost` | ✅ Done | Configures DefaultCost on area CDO |
| **Nav Links** | | |
| `create_nav_link_proxy` | ✅ Done | Spawns ANavLinkProxy with PointLinks |
| `configure_nav_link` | ✅ Done | Updates link start/end points, direction, snap radius |
| `set_nav_link_type` | ✅ Done | Toggles bSmartLinkIsRelevant |
| `create_smart_link` | ✅ Done | Spawns NavLinkProxy with smart link enabled |
| `configure_smart_link_behavior` | ✅ Done | Configures UNavLinkCustomComponent (area classes, broadcast, obstacles) |
| **Utility** | | |
| `get_navigation_info` | ✅ Done | Returns NavMesh stats, agent properties, link/volume counts |

### Phase 26: Spline System (`manage_splines`)

| Action | Status | Notes |
|--------|--------|-------|
| **Spline Creation** | | |
| `create_spline_actor` | ✅ Done | Creates ASplineActor with USplineComponent |
| `add_spline_point` | ✅ Done | Adds point at index with position/tangent |
| `remove_spline_point` | ✅ Done | Removes point at specified index |
| `set_spline_point_position` | ✅ Done | Sets point location in world/local space |
| `set_spline_point_tangents` | ✅ Done | Sets arrive/leave tangents |
| `set_spline_point_rotation` | ✅ Done | Sets point rotation |
| `set_spline_point_scale` | ✅ Done | Sets point scale |
| `set_spline_type` | ✅ Done | Sets type (linear, curve, constant, clamped_curve) |
| **Spline Mesh** | | |
| `create_spline_mesh_component` | ✅ Done | Creates USplineMeshComponent on actor |
| `set_spline_mesh_asset` | ✅ Done | Sets static mesh asset on spline mesh |
| `configure_spline_mesh_axis` | ✅ Done | Sets forward axis (X, Y, Z) |
| `set_spline_mesh_material` | ✅ Done | Sets material on spline mesh |
| **Mesh Scattering** | | |
| `scatter_meshes_along_spline` | ✅ Done | Spawns mesh instances along spline |
| `configure_mesh_spacing` | ✅ Done | Sets spacing mode (distance, count) |
| `configure_mesh_randomization` | ✅ Done | Sets random offset, rotation, scale |
| **Quick Templates** | | |
| `create_road_spline` | ✅ Done | Creates road with configurable width, lanes |
| `create_river_spline` | ✅ Done | Creates river with water material |
| `create_fence_spline` | ✅ Done | Creates fence with posts and rails |
| `create_wall_spline` | ✅ Done | Creates wall with height and thickness |
| `create_cable_spline` | ✅ Done | Creates hanging cable with sag |
| `create_pipe_spline` | ✅ Done | Creates pipe with radius and segments |
| **Utility** | | |
| `get_splines_info` | ✅ Done | Returns spline info (points, length, closed) |

## Next Steps

1. Refine `manage_render` logic (now split).
2. Enhance test running with real-time result streaming.
3. Polish dynamic lighting utilities (undo, mobility, pulse, removal).
4. Extend log subscription for real-time streaming.
5. ~~Continue implementation of Phase 22 (Sessions & Local Multiplayer) per Roadmap.~~ ✅ Done
6. ~~Continue implementation of Phase 23 (Level Structure) per Roadmap.~~ ✅ Done
7. ~~Continue implementation of Phase 24 (Volumes & Zones) per Roadmap.~~ ✅ Done
8. ~~Continue implementation of Phase 25 (Navigation System) per Roadmap.~~ ✅ Done
9. ~~Continue implementation of Phase 26 (Spline System) per Roadmap.~~ ✅ Done
10. Continue implementation of Phase 27 (PCG Framework) per Roadmap.