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EN Install Upgrade Notes 4 7
Français · Reference · Published, written and self-checked by an AI, not reviewed by a person · Applies from: 4.7.0
What 4.7.0 changed. Nothing to change in a game: it builds, plays and saves as on 4.6.0. Every addition is optional;
all but the end's keepPlaying are presentation only, unseen by rules, saves and the solver.
The upgrade itself is Upgrade.
Audience, context, and the statuses of what this page rests on
Audience: author · Context: created project
Applies from 4.7.0
Install @quest-n-click/engine@4.7.0 (Install from npm). What a game may use, each optional:
-
A character turns back once the hero is done with it:
turnBack: trueon the room's actor (Rooms). -
The title screen's logo and buttons placed by the game:
titleScreentakeslogoWidth,logoCenter,logoTopandbuttonsTop, in units of the 640 x 400 scene (Title and credits). A logo padded with transparent space to place it can lose its padding. -
Travel on foot on the map:
vehicle: 'walk'on a place walks the hero along the route with theirwalkframes (World map). -
A map without pins, or with small dots:
map.pins: 'hidden' | 'dots', for a map whose picture draws its places (World map). The default,'faces', is as before. -
A region's
frameis drawn, outlined on the parent's image once the region is open (World map). Remove a frame painted into the parent's image. -
Images per language:
i18n.imagesingame.tsnames, for an image id, the image each language draws in its place (Translations). -
An end that rolls the credits, shows the title, and lets the world go on:
{ end: true }takescredits,titleandkeepPlaying(Title and credits). WithkeepPlaying, the end is still reached and saved, but a load puts the player back in the world after it. A plain{ end: true }is unchanged. -
The page's title and description per language:
site.jsontakesi18n, thetitle,shortNameanddescriptionin the game's other languages (Layout of a created project).
For the TypeScript of a project, additions only: quest-n-click/player exports the types SiteText, SiteTexts
and EndShow; Presenter.end takes an optional EndShow, and GameState an optional keepPlaying.
Fixed: a thing's name shown on hover stays inside the scene near its left or right edge, and the travel map shows a child region only once a place in it, or below it, is unlocked (it offered an empty region from the start).
Supported versions change: only the latest minor gets fixes from 4.7.0, security fixes included; 4.6 gets none, so upgrade. The windows promised before keep their dates (Stability and support).
For the maintainers, the release commands retry git's network steps and say the way on after a failure, and
prepare moves the versioned locks' engine peer on a new minor. For contributors, the routes mutation set is
gated, CI's external-consumer job asks for no runner when the plan spares it, and the coverage ratchet is strict on every
pull request (npx tsx tools/coverage-ratchet.ts --write raises the floors it names).
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.7.0 r1, documentation revision · révision de la documentation e8fa47dbbba4c82524857edcad642f21f54f84f1.
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 (20)
- 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: 4.7
- 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