I now have all the context needed to write a comprehensive section. Here is the output:

# Section 4: build_scene Response Enhancement -- node_names Array

## Overview

The `_handle_build_scene` function in the GDScript layer creates nodes in a loop but currently does not include the actual names of created nodes in its response. This section adds a `node_names` array to the response dictionary, collected from the return values of `_create_build_node`. This is a GDScript-only change; the Python `build_scene.py` already passes the bridge response through unchanged, so no Python modifications are needed.

## Background

The `_create_build_node` function (line 1484 of `godotiq_server.gd`) already returns `{"ok": true, "name": str(new_node.name)}` on success. The important detail is that Godot may rename nodes on collision -- for example, if two nodes are both named `Road`, the second will become `Road2` or `Road@2`. Therefore the actual node name (from the return value) may differ from the `name` field in the original spec. The response must use the actual node name from `_create_build_node`, not the spec's requested name.

## Dependencies

- None. This section is independent and can be implemented in parallel with sections 03, 05, and 06.
- Section 07 (MCP prompt) depends on this section being complete.

## Tests

**No Python-side tests are needed.** The `node_names` addition is entirely in GDScript, which runs inside the Godot editor and cannot be tested with pytest. The Python `build_scene.py` passes through the bridge response dictionary as-is (see line 188-191 of `/Users/salvatorefarruggio/Desktop/godotiq/src/godotiq/tools/bridge/build_scene.py`), so existing Python tests for build_scene validation logic remain unaffected and require no changes.

Validation is manual: after implementation, call `godotiq_build_scene` with a grid or nodes pattern and verify the response includes a `node_names` array with the correct count and values.

## File to Modify

`/Users/salvatorefarruggio/Desktop/godotiq/godot-addon/addons/godotiq/godotiq_server.gd`

Only the `_handle_build_scene` function (starting at line 1261) needs changes.

## Implementation Details

### Step 1: Add a node_names collection array

At line 1300, alongside the existing `created` and `errors` variable declarations, add a new array:

```gdscript
var created: int = 0
var errors: Array = []
var node_names: Array = []
```

### Step 2: Collect names from successful _create_build_node calls

Inside the loop at lines 1302-1310, when a node is successfully created (`result.get("ok", false)` is true), append the actual node name from the result to the `node_names` array. The key detail: use `result.get("name", "")` rather than `spec.get("name", "")`, because Godot may have renamed the node to avoid collisions. The `_create_build_node` function returns `{"ok": true, "name": str(new_node.name)}` at line 1536, where `new_node.name` is the actual name Godot assigned.

The modified loop body should look like:

```gdscript
for spec in specs:
    if not (spec is Dictionary):
        errors.append({"error": "Invalid spec format"})
        continue
    var result: Dictionary = _create_build_node(spec, parent, scene_root, undo_redo)
    if result.get("ok", false):
        created += 1
        node_names.append(result.get("name", ""))
    else:
        errors.append(result)
```

### Step 3: Include node_names in the response

At line 1324, add `"node_names": node_names` to the response dictionary passed to `send_response`:

```gdscript
send_response(peer_id, id, {
    "created": created,
    "node_names": node_names,
    "errors": errors,
    "total_requested": original_size,
    "parent": parent.name,
    "truncated": truncated,
})
```

### Expected Response Format

After this change, a successful `build_scene` call returns:

```json
{
    "created": 12,
    "node_names": ["Road_0_0", "Road_0_1", "Building_1"],
    "errors": [],
    "total_requested": 12,
    "parent": "Main",
    "truncated": false
}
```

The `node_names` array length will always equal the `created` count. If `created` is 0 (all specs failed), `node_names` will be an empty array `[]`.

## Files NOT Modified

- `/Users/salvatorefarruggio/Desktop/godotiq/src/godotiq/tools/bridge/build_scene.py` -- No changes needed. The `build_scene` function at line 188 calls `bridge.request("build_scene", ...)` and returns the result dictionary as-is. The new `node_names` key will automatically flow through to the MCP response.
- `/Users/salvatorefarruggio/Desktop/godotiq/src/godotiq/tools/bridge/__init__.py` -- No changes to the MCP wrapper. The `godotiq_build_scene` tool already returns whatever `build_scene()` returns.
- No test files need to be created or modified.

## Verification Checklist

1. The `node_names` array is populated from `result.get("name", "")`, not from the spec's `name` field.
2. The `node_names` array appears in the `send_response` call alongside existing keys.
3. No other code paths in `_handle_build_scene` are changed (preflight check, undo/redo, error handling, truncation, action history all remain identical).
4. Existing tests in `/Users/salvatorefarruggio/Desktop/godotiq/tests/test_tools/test_build_scene.py` continue to pass without modification (they test Python-side validation, not the GDScript response format).