Talos docs

argus

Since 0.6Changed in next

Talos engine: run a game project or scene, and make, check and bake its files.

Plain text

Usage

argus [OPTIONS] [COMMAND]

Commands

CommandDescription
runLoad a project or a scene, run it, render a PNG, and optionally keep serving and watching
projectMake a new project (project init <name>), or upgrade one (project migrate --dry-run | --apply | --restore)
pluginplugin 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
licencelicence 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)
loginSign 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
logoutSign out on this computer: runs the sign-out of the launcher that installed this engine
scenescene 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
materialmaterial 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
vfxvfx 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")
relayRun 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-botLoad-test bots for a netplay relay: each takes a seat and sends a neutral input every tick, simulating nothing. Ctrl-C stops them
net-bridgeForeign 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
validateValidate a scene against the contract and report every violation
nav-bakeBake 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-bakeDraw 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
replayCheck 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

FlagValueDefaultAllowed valuesDescription
--infoPrint this build's version and features (serve, hotReload, window, ...) as JSON and exit

Example

argus [COMMAND]