Megalomaniak Yes, was just wondering how it's implemented: Is it a fork of Godot or a project within Godot? The most efficient way for what it's going for seems like scraping the Godot editor entirely and making the whole thing the engine: The editor is in-world so I see no need to have a 3D editor written within a 2D editor which feels recursive and unoptimal, for a menu based editor we have vanilla Godot whereas this is the realtime alternative.
I'd go on Second Life a lot many years ago, used to work on OpenSim too at the time... Roblox I never touched but saw videos of it and got the general idea. Always wanted something like SL but modernized and most of all fully free and open-source, ideally making use of distributed storage and mesh networking for worlds. The Mirror seems to achieve a few of those things, being something in between an interactive world and conventional game engine which is a fantastic concept!