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EN Install Upgrade Notes 4 6
Français · Reference · Published, written and self-checked by an AI, not reviewed by a person · Applies from: 4.6.0
What 4.6.0 "Routes" changed. Nothing to change in a game: it builds, plays and saves as on 4.5.6, unless its first
visit sat within half a kilobyte over its initialJsKB budget (below). A game that declares no route has no world
clock, so its logic fingerprint, its golden saves and its sessions stay the same.
The upgrade itself is Upgrade.
Audience, context, and the statuses of what this page rests on
Audience: author · Context: created project
Applies from 4.6.0
Install @quest-n-click/engine@4.6.0 (Install from npm). What a game may use, each optional:
-
Routes (Routes, ADR 0031): a game script with
route: { who, from, steps }walks a character from point to point and through exits, on the world's clock, shown or not. The player's click holds it, a shut exit holds it, andwhilefalse holds it where it is. -
suspendScriptandresumeScript, for any script: a suspended script keeps its step, and a suspended route also keeps its place and the wait left. -
Route points in the layouts (
points), placed in the editor under "Entry and route points". -
validate, the lint and the solver know routes: four lint codes (route-script-conflict,route-never-starts,route-blocked-forever,route-resume-misplaced), and a "Route " choice in the solver's paths. -
A portrait layout for a phone held upright (
skin.portrait: true, Skin and fonts): the scene on top, the verbs, the bag and the tools below, instead of the "rotate your phone" overlay. Off by default: a game that does not set it shows the overlay as before, and the landscape and desktop layouts are unchanged. -
A hero choice screen (
{ choice, screen: { decor, title? } }, Heroes): the choice covers the scene over its own backdrop, each option with animgstanding on it side by side, and one tap picks. Presentation only: the solver, the saves and the logic fingerprint see the same choice as withoutscreen, and a choice without it is unchanged. -
The navigation moved into the core (
@quest-n-click/enginecore/nav/walk.ts); the player re-exports it, so an import fromdom/walkstill works.
For a game that uses routes, a save gains world and scripts.<id>.route, and a session gains wt and the
entries { world } and { routeDo }. A 4.5 save loads (its routes begin from it), but a 4.5 engine does not
understand a 4.6 session with routes.
For the TypeScript of a project, ScriptDef is now a union, CmdScriptDef | RouteScriptDef. Code that read
script.do on any script checks first that it is a script of commands (if (s.do)); a room's scripts stay
CmdScriptDef[].
For a game with a New Game intro (start.intro), the autosave is written once the intro has ended, or once it
hands the player the game with a tutorial step (guide), no longer before it (Saves): a
reload during the intro leaves nothing to continue, and New game plays it again. Nothing to change; the save format
is the same.
For a game's first-visit budget, assetBudgets.initialJsKB is now compared in bytes (initialJsKB × 1024), no
longer rounded to the kilobyte (Images). A game whose first visit sat up to half a kilobyte
over its budget passed on 4.5.6 and fails npm run verify:dist (so npm run build) on 4.6.0, its message giving the
bytes over: raise the budget or lighten the first visit. The sample games keep a margin of about 2 KB, which each
release resets: the demo stays at 140, the reference chapter goes from 143 to 145.
Fixed: turning a phone or resizing the window while the title screen shows lays the title out again, and a key of a
game's spans.json with a character outside the Basic Multilingual Plane (an emoji) now matches its file in the
Studio.
For the maintainers, the release writes the figures every pull request used to rewrite: prepare's quality baseline step builds, then runs npm run quality:baseline -- --release --dist, which writes the test counts, the
first visit (now with initialJsBytes), and the READMEs' figures and install line. The candidate's heavy job runs
each of its three attempts in three shards: nine jobs of about 15 minutes, where three took up to 44.
For contributors, the 131 mutation exemptions due at 4.6.0 were read again (docs/dev/MUTANTS.md), and CI has a
routes job (Chromium and WebKit). A pull request's npm run quality:baseline writes the behaviour only (the games'
witnesses and proofs, the golden saves, the API's hash, the README's reference-proof figure), so two pull requests no
longer conflict on the test counts or the first visit; --check warns of more tests and of the first visit's bytes
since the release, and still fails on a behaviour change or on fewer test declarations
(The quality baseline). The coverage floors live in tests/coverage-floors.json
(The coverage ratchet): raising one re-runs no mutation set.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.6.0 r1, documentation revision · révision de la documentation 95341b04ba5991ace3b1a885e31250bc080fdb21.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (19)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- Upgrade notes: 4.6
- 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 (56)
- 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
- Routes: a character's rounds through rooms
- 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