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Weapon Lab

Find and fix first-person weapon bugs behind a gate: your game's probe measures, the Gate judges

Connector by hpdkhoa · GitHub account verified by the MCP Registry

IndexedMITLocal (stdio)★ 2
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Works with Claude Code, Codex, VS Code, Cursor, Windsurf, Claude Desktop. Read the repository before you give any tool access to your data.

npx agentmarket install connector/hpdkhoa-weaponlab-mcp

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Find and fix first-person weapon bugs behind a gate: your game's probe measures, the Gate judges

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What this server can do and what it asks for, from its tool list, install config and code. Checked Oct 26, 2026.

Tools
15 read · 17 write · 0 delete · 41 not yet classified
Secrets
None asked for
Install scripts
None found
Runs as
Python package

Tools by what they do 73

Read from the source code; the running server may list different tools.

Read 15 · Look things up without changing anything.

  • blueprint_check
  • blueprint_measure
  • blueprint_parts_list
  • blueprint_read
  • blueprint_scan
  • blueprint_views
  • contract_check
  • gunkit_inspect
  • gunkit_verify
  • probe_plan
  • probe_status
  • project_info
Show 3 more tools
  • spec_list
  • spec_read
  • spec_validate

Write 17 · Create, change, send or run things.

  • blueprint_build
  • blueprint_fact_add
  • blueprint_figure_add
  • blueprint_follow_part
  • blueprint_mark
  • blueprint_part
  • blueprint_source_add
  • blueprint_text
  • gate_add_case
  • gate_approve
  • gate_run
  • gate_set_baseline
Show 5 more tools
  • gunkit_build
  • gunkit_draft
  • motion_roll_set
  • probe_run
  • spec_write

Not yet classified 41 · We could not tell from the name and description.

  • blueprint_align
  • blueprint_bevel
  • blueprint_calibrate
  • blueprint_feature
  • blueprint_frame
  • blueprint_grid
  • blueprint_hole
  • blueprint_loft
  • blueprint_new
  • blueprint_numbers
  • blueprint_page
  • blueprint_render
Show 29 more tools
  • blueprint_round_corners
  • blueprint_shape_across
  • blueprint_showcase
  • blueprint_specs
  • blueprint_to_gunkit
  • blueprint_trace
  • gate_cases
  • gate_evals
  • gate_metrics
  • gate_proposals
  • gate_propose
  • gate_verdict
  • gate_weapons
  • gunkit_action
  • gunkit_actions
  • gunkit_cases
  • gunkit_export
  • gunkit_from_modellab
  • gunkit_proxy
  • gunkit_rig
  • motion_render
  • motion_roll
  • motion_roll_profile
  • motion_track
  • rig_align
  • rig_facts
  • rig_fist
  • rig_part_line
  • rig_pieces

Secrets and settings it asks for

Other settings (environment variables or headers).

  • WEAPONLAB_BLENDER
  • WEAPONLAB_PROJECT

Network hosts it talks to 1

  • github.com · found in code

Files it touches

  • Your home directory (~)
  • Any path the agent passes to its tools

Tools (73)

Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].

  • blueprint_align

    A figure's scale and frame matched to a framed figure on a part both show (a trigger guard's opening).

  • blueprint_bevel

    The detail pass: a part's edges rounded to bevel_cm.

  • blueprint_build

    Step 6 in Blender: the model (one object a part, each with its mesh health) and its parts map for Gun Kit; with render, labelled pictures of it from both sides and three quarters.

  • blueprint_calibrate

    A figure's scale: two points a known length apart (a printed scale bar's ticks, or a fact), or a kept outline's length along the bore against a length fact.

  • blueprint_check

    Step 5: the blueprint against its contract, its reference outline (overlap, edge gaps), its length and weight facts; and overlay pictures on every framed figure. Look at the overlays.

  • blueprint_fact_add

    Records a fact (kept in cm, kg, deg or count) with its page and quote.

  • blueprint_feature

    The detail pass: a surface feature on a part (grooves and screws in the mesh, patterns as the finish's texture).

  • blueprint_figure_add

    Step 3: cuts a figure from a page and stands it upright.

  • blueprint_follow_part

    The detail pass: a part's side outline laid onto the figure's lines as one line (OCR Lab's follower). Kept as it was when following does not bring it closer, or changes its area too much (it collapsed or ran off). Gives the fit before and after and a picture.

  • blueprint_frame

    How a figure lies in gun space: the bore line (from the rear toward the muzzle) and the bolt face.

  • blueprint_grid

    The figure with a labelled pixel grid (and, once framed, its bore line, origin and cm grid) to read points off.

  • blueprint_hole

    A cut in a part: a kept trace's outline or a circle across x (limited to x when given), or a bore along y.

  • blueprint_loft

    The detail pass: a part skinned through its cross-sections (a stock that is oval at the butt, round at the wrist and U-shaped at the forend). Its side follows the side outline exactly, its width the top outline, its shape the key sections, blended smoothly. Every view needs its source.

  • blueprint_mark

    A mark in gun space (cm) with its source: a hand's place (with the way its surface faces) or a point a check needs.

  • blueprint_measure

    Readings off a figure by the tools, not by eye: a distance, the ink's span along a line, a scale bar's ticks, the count and pitch of faint marks.

Show 58 more tools
  • blueprint_new

    Step 4: starts the gun's blueprint for its action family.

  • blueprint_numbers

    The source's part numbers a blueprint part stands for.

  • blueprint_page

    Pages as pictures to read: one page at dpi, or several side by side (a contact sheet) to find the figures.

  • blueprint_part

    Sets one part of the blueprint. Every number needs its source; the check fails a part without one.

  • blueprint_parts_list

    The detail pass: the source's parts list, each part visible or hidden; the check holds every visible one to a blueprint part (by number, or by name when the source gives none).

  • blueprint_read

    The gun's blueprint or sources document as it stands.

  • blueprint_render

    Pictures of the built model from both sides and three quarters, labelled as model views (not game views).

  • blueprint_round_corners

    The detail pass: a part's side outline with its corners rounded to radius_cm (machined and moulded parts have radiused corners).

  • blueprint_scan

    Every page of a source sorted into text, table, figure, mixed or blank, with the figure pages' captions.

  • blueprint_shape_across

    The detail pass: a part shaped across its width: its side kept, its front a rounded box or an ellipse over its full height and width (three views).

  • blueprint_showcase

    A showcase of a built gun that has been through Gun Kit (minutes in Blender): a title card, the source beside the copy, a turn round it, its clips (fire slowed, the reloads, the checks); as a GIF and an MP4, every frame labelled as a Blueprint Lab model view.

  • blueprint_source_add

    Step 1: registers a file (PDF or picture) as one of a gun's sources, with its license. Opens it as data only.

  • blueprint_specs

    Step 2: candidates for each data table quantity (overall length, barrel length, weights...): the line, the numbers near it. Check a candidate on the page picture before adding it.

  • blueprint_text

    A page's text, or the lines matching a pattern across the sources (where a part or a number is named).

  • blueprint_to_gunkit

    Step 7: the built model through Gun Kit (several minutes in Blender): rig, hand clips, gun clips, read-back.

  • blueprint_trace

    An outline from a figure, kept for the plan: the whole silhouette, a closed area round a seed, a rough outline laid onto the figure's lines as one line (follow: OCR Lab's follower, with its fit before and after; snap: the older point by point snap), or a patch in a halftone. Look at the picture it writes.

  • blueprint_views

    The detail pass: a part shaped by three views (its side outline, front sections, a top outline), each with its source.

  • contract_check

    Checks a file against its contract: a probe's job, rows or parts dump, or a digitizer file (sources, blueprint, partsmap).

  • gate_add_case

    Adds or replaces a case.

  • gate_approve

    Marks a passed proposal approved. Only on a person's word.

  • gate_cases

    The cases (each a known bug as a metric, a weapon, an action and a pass rule).

  • gate_evals

    Each provider's eval: faults caught, good cases passed, trusted.

  • gate_metrics

    Every metric: provider, unit, which way is better, tolerance.

  • gate_proposals

    Every proposal: passed, approved.

  • gate_propose

    A staged change measured and judged; the proposal waits for a person's approval.

  • gate_run

    Measures the weapons with the providers (probe, rig, or the project's own) and stores the run.

  • gate_set_baseline

    A run's rows become the baseline (merged over the old).

  • gate_verdict

    Pass only if the target cases pass, nothing else got worse past its tolerance and the checks are trusted.

  • gate_weapons

    The project's weapons.

  • gunkit_action

    One action in full: its parts, marks, the beats of its gun clips and the hand events of its hand clips, with the reason or source of each, and the manuals to read or find.

  • gunkit_actions

    The kinds of gun action Gun Kit knows (AR gas, AK handle, bolt, lever, pump, pistol slide, open bolt, revolver, belt fed, launchers, bow, crossbow, flamethrower, fictional energy guns): each one's guns, parts and clips.

  • gunkit_build

    Every clip of one gun: the hand clips on the shared arms (Pose Lab: the hold searched for both hands and the view, each clip's clearance, anatomy and grip checks, the expected sights), then the gun's own clips with the carried parts' tracks. Minutes per gun.

  • gunkit_cases

    The Gate cases every gun of an action gets (its facts, each clip's read-back, each hand clip's checks and sights); add writes them into the Gate.

  • gunkit_draft

    A first parts map for a model of the user's own and the list of every guess in it to confirm (forward, units, the bolt face, each part, each mark). Write the confirmed map to a file for gunkit_rig.

  • gunkit_export

    The gun's files staged for a game: its FBX with its clips, the hand clips, an import plan, a draft data file and a trial copy pointing at staging. Registers the build for the Gate's gunkit provider.

  • gunkit_from_modellab

    A Model Lab build's parts map (its moving parts, travel, hinges and hand marks), ready for gunkit_rig.

  • gunkit_inspect

    What a model holds as Blender shows it after import (objects, vertex groups, bounds, the longest axis, a units guess): the starting point of its parts map.

  • gunkit_proxy

    An action's proxy gun (simple shapes with its real moving parts) built and rigged: the whole chain runs on it before a real model exists. A test model: label every picture of it.

  • gunkit_rig

    A gun rigged for its action from its parts map: one bone a moving part, the gun facts checked against the action.

  • gunkit_verify

    The gun's own clips read back from Blender against the timeline's sums: the worst gap a clip, cm.

  • motion_render

    Dev views of parts dumps (not the game's view).

  • motion_roll

    One clip's hand turned about its forearm, the twist bones sharing it.

  • motion_roll_profile

    The hand's roll about its forearm through a clip (0 thumb up; past 80 degrees breaks the forearm's range).

  • motion_roll_set

    A set of clips rolled, each from its own start, saved under new names (<name>_<suffix>).

  • motion_track

    A sliding part's track rebuilt on its axis from its seat.

  • probe_plan

    The job's weapons the probe would get.

  • probe_run

    One probe run: rows, and screenshots and parts dumps at the moments.

  • probe_status

    The processes that must not run with the probe, running now.

  • project_info

    The project in use: its folder, data, specs and work folders, the probe command, Blender.

  • rig_align

    A magazine's line into its well over a reload's moments: worst offset and tilt while in the well.

  • rig_facts

    The weapon spec's facts (order, side, below, in) on a dump.

  • rig_fist

    A melee hilt against the fist's grip channel, and the turn and move that lay it in (try them with probe_run's tune; a palm-down fist can hold the hilt right and still point the blade sideways: look at the screenshot).

  • rig_part_line

    A sliding part's path against its axis: line_cm and seat_cm.

  • rig_pieces

    A parts dump's pieces (triangles, centre, bounds, extents) and twins (a piece drawn twice).

  • spec_list

    Every weapon spec: marks, actions, marks still proposed.

  • spec_read

    One weapon's spec, with the default limits filled in.

  • spec_validate

    Every problem with a spec, as sentences (empty: whole).

  • spec_write

    Saves a whole spec and returns what changed.

Signals

Stars
2
Forks
0
Open issues
0
Weekly downloads
35
Last commit
Oct 24, 2026 (5 days ago)
Last release
Oct 14, 2026 (14 days ago)
Last package publish
Oct 14, 2026 (14 days ago)

From GitHub (fetched Oct 24, 2026) and the package registry.

Details

Registry name
io.github.hpdkhoa/weaponlab-mcp
Version
0.1.0
Auth
No auth
Packages
pypi weaponlab-mcp
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from hpdkhoa

Cite this page

Weapon Lab MCP server. Agent Mart. https://agentmart.dev/connectors/hpdkhoa-weaponlab-mcp (last updated 2026-10-24)