argus
Since 0.6Changed in next
Talos engine: run a game project or scene, and make, check and bake its files.
Usage
argus [OPTIONS] [COMMAND]
Commands
| Command | Description |
|---|---|
run | Load a project or a scene, run it, render a PNG, and optionally keep serving and watching |
project | Make a new project (project init <name>), or upgrade one (project migrate --dry-run | --apply | --restore) |
plugin | plugin list | info <id> | add <id> [--set KEY=VALUE]... [--version V] [--dry-run] | remove <id> [--strip] | attach <id>:<name> --entity E [--props JSON] | run <id> <script> [ARGS]... (--project DIR; --json but on run): the plugins installed with this engine, what one may do and the settings it takes, adding or removing one in the project, attaching its behaviours to entities, and running one of its scripts (docs/PLUGINS.md). Adding shows the plugin's capabilities, checks its settings against its schema and copies its starter files |
licence | licence status | import <file> | request | inspect <file> | audit <file>, and the issuer's keygen | issue | revoke | activate: the engine licence on this computer (docs/LICENSING.md) |
login | Sign in for engine and sample downloads: runs the sign-in of the launcher that installed this engine, which prints a code to enter in a browser |
logout | Sign out on this computer: runs the sign-out of the launcher that installed this engine |
scene | scene instance [--min N] [--dry-run] [--json] <scene>: turn the scene's groups of identical static mesh entities into instanced meshes, one .instances file per group beside the scene |
material | material check [--class C] [--tint R,G,B] [--json] <material or terrain file>...: measure each material's mean linear albedo and roughness against the range real surfaces of its class (grass, soil, rock, sand, snow) fall in |
vfx | vfx report <file.vfx.json | builtin:fx/name> [--param k=v]... [--seconds S] [--distances 10,30,120] [--speed M/S] [--json] [--strict]: what an effect does, measured with no GPU and no project; vfx sheet <effect> --out DIR draws it on a fixed stage; vfx diff <a> <b> shows what changed; vfx baseline and vfx check hold an effect to a stored report (docs/VFX.md "Reviewing an effect") |
relay | Run a rollback netplay relay (docs/NETCODE.md, "Relay"): it seats peers, keeps the clock and sends every tick's inputs to everyone. It never runs the game. Ctrl-C stops it |
net-bot | Load-test bots for a netplay relay: each takes a seat and sends a neutral input every tick, simulating nothing. Ctrl-C stops them |
net-bridge | Foreign entities into a netplay session: each stdin line {"seat": N, "axes": {...}, "held": [...]} becomes seat N's input from the next unsealed tick, axes as raw floats. Ctrl-C or end of input stops it |
validate | Validate a scene against the contract and report every violation |
nav-bake | Bake a scene's navmesh to .navbake bytes (World::bake_navmesh): what a web export writes beside the scene, because the browser build has no Recast to build one |
minimap-bake | Draw a scene's roads from above into a PNG for a HUD minimap, and write the ground area it shows (minX, minZ, maxX, maxZ, the bounds Minimap takes) beside it as JSON. The same scene and size give the same bytes |
replay | Check a --save-replay file against its scene, or two recordings against each other, by the per-system state hashes it carries (the desync finder): where the simulation parts, as JSON on stdout. Exits non-zero (replay-desync) when it parts |
Options
| Flag | Value | Default | Allowed values | Description |
|---|---|---|---|---|
--info | Print this build's version and features (serve, hotReload, window, ...) as JSON and exit |
Example
argus [COMMAND]