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EN Contribute Conventions
Français · Type: reference · Audience: contributor · Context: engine repository · Status: ready · Applies from: 4.5.0
The names, titles and files a contribution to the engine repository follows, so that issues, branches, pull requests and the CHANGELOG read the same way whoever wrote them. Each section is one convention, with what checks it.
feature since 4.3.0
-
Issue: the template's prefix,
[bug]or[feature]([field]for a release's field pass), then the problem or the need as a sentence. An issue opened from the command line skips the template: type the prefix yourself. -
Pull request:
<Area>: <what changes> (#issue). -
A pull request of a release's pass starts with its version instead:
4.2.3: …,4.3 "Name": …. - Body: every section of the pull request template, "Not done, said as such" included ("Nothing" when nothing is left).
[bug] A save made in the cellar loads in the kitchen
Interface font: a proportional pixel font by default (#204)
Nothing checks a title mechanically; the maintainer does. The issue templates are .github/ISSUE_TEMPLATE/bug-report.yml
(title [bug] ) and feature.yml (title [feature] ); a feature request is opened after reading
Classic mechanics and Game commands.
4.3.0.
<kind>/<issue>-<a-few-words>. The kind is one of feature, fix, docs, test, refactor, or release with its
version (release/4.4.0).
fix/210-job-late-poll
feature/430-hero-choice
The branch without its prefix is the name of its CHANGELOG fragment (210-job-late-poll, next section). Nothing else
checks the name.
feature since 4.1.9
A branch that changes the code does not edit CHANGELOG.md nor docs/dev/LOG.md. It writes, under changes/:
-
changes/<slug>.md: the CHANGELOG bullets, under### Breaking,### Fixedor### Changes(any of them, in any order). Write them as the CHANGELOG does: a bold lead, the version in parentheses, what a player, an author or a host sees differently. -
changes/<slug>.log.md(optional): the LOG entry. First line## <title>(what follows#n · date · Claude · proposal ·in the LOG), then the body, its→ next:line last. The number and the date are the assembly's.
<slug> is the branch without its prefix, for example 419-cadence.
changes/210-job-late-poll.md:
### Fixed
- **A prepared job keeps its result on screen (4.3.0, #210)**: on a hosted Studio, the Assets panel no longer replaces
"prepared from revision 3" with "Preparing the assets: done" when a late status answer arrives.# in the engine repository
npm run changes -- --check [--base=origin/main]- It fails a branch that touches
src/,bridge/,tools/,scripts/,cli/,connectors/orgames/without a fragment and without a CHANGELOG edit:✖ this branch changes the code and carries no fragment: write changes/<slug>.md (### Fixed | ### Changes | ### Breaking, then the bullets)…. CI'scheckjob runs it on pull requests. A change todocs/,wiki/ortests/alone needs no fragment. - A heading other than the three (
### Added, for instance) is refused: `a fragment's heading is one of ### Breaking | Nothing is filed silently. - A release branch is the exception: it assembles the fragments and edits the CHANGELOG itself.
-
changes/README.mdis not a fragment.
# in the engine repository, on main, with the full history
npm run changes -- --assemble [--date=YYYY-MM-DD]It folds every fragment into the CHANGELOG's ## Unreleased (each bullet under its section, Breaking, Fixed, then
Changes) and numbers the LOG entries after the last one, in the order the fragments reached main (their first
commit's date: a rebase moves it), then removes them. Only the Unreleased block is rewritten. It refuses a shallow
clone (git fetch --unshallow), which would date every fragment at its boundary. Two open branches never conflict on
the CHANGELOG, the LOG or their entry numbers.
4.1.9 (lot 0 "cadence").
feature since 4.1.0
Biome formats and lints the code (biome.json: two spaces, 120 columns, single quotes, semicolons, trailing commas).
npm run format writes the formatting; npm run format:check and npm run lint:code check it (both inside
npm run quality).
- A change that only reformats is its own commit, listed in
.git-blame-ignore-revs, sogit blameskips it. Locally:git config blame.ignoreRevsFile .git-blame-ignore-revs(GitHub reads the file by itself). -
games/is linted, never reformatted: the formatter excludesgames/**, because the Studio writes the content. -
Math.randomis refused insrc/engine/core/andsrc/engine/minigames/(a lint plugin): randomness goes through the seeded generator. Insrc/engine/core/remix/,Mathitself is refused (ADR 0018). -
anyis refused outsidetests/andscripts/; floating promises are refused everywhere.
4.1.0 "Clarity" (the Biome formatting commit is the first line of .git-blame-ignore-revs).
| What | Language |
|---|---|
Wiki pages (wiki/en, wiki/fr) |
Both, each written natively, the same sections and facts (Writing documentation) |
docs/dev/ (plans, decisions, ADRs, LOG, passes) |
English, public development documentation (D3) |
CHANGELOG.md, code comments, commit messages |
English |
README.md / README.fr.md
|
Both |
CONTRIBUTING.md, SECURITY.md, CODE_OF_CONDUCT.md, CREDITS.md
|
English in the repository; their French versions are the wiki pages |
A pull request that changes what a user sees updates the pages in both languages (the template's second checkbox).
docs/en and docs/fr are transition pages since 4.5.0: never edit them, write in wiki/.
.github/CODEOWNERS names the files a pull request cannot change without the maintainer's look: the frozen behaviour
(tests/quality-baseline.json), the public surface (tests/api-surface.json), the named survivors of mutation
testing (docs/dev/mutants.json), the coverage floors (vite.config.ts) and the workflows (.github/). Everything
else is reviewed by the gates.
-
npm run changes,npm run format,npm run format:check,npm run lint:code. - Before a pull request, Governance.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
Edit the source · Modifier la source · Report an error · Signaler une erreur
Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits