just_game_engine_cli 0.1.4
just_game_engine_cli: ^0.1.4 copied to clipboard
The Just Game Engine's commands for `just` (just_core_cli): run and build games, check releases hold no editor, manage scenes and migrate saved files.
0.1.4 #
just createworks again. The game set took just_game_engine_editor and just_editor_core from the Asset Store, but they are on pub.dev and the store doesn't list them, sogame initfailed atjust store install just_game_engine_editor("not in any of your sources") and the new project was removed. They now come from pub.dev: a new game lists the editor in itsdev_dependencies, and the store runs only for a--template(and--local'sstore link). Only plugins (kits and editor tools) still come from the store.- The game set asks for just_physics_engine ^1.4.1, the version on pub.dev and the one the engine needs. ^1.5.0 doesn't exist, so
just doctorwarned about it in every new game.
0.1.3 #
- The Asset Store is part of the editor from just_game_engine_editor 0.1.0-dev.2, so the game set 2026.10 asks for the editor at ^0.1.0-dev.2 and no longer has just_asset_store_editor.
game init(just create) installs the editor alone, and a new game'sEditorWiring.moduleslists only the store items' modules (storeModules()). - The game set asks for just_game_engine ^2.0.0-dev.3, whose animators leave a scene's saved animation fields as they were authored (the third-person template reads the new playing values).
- The game set asks for just_asset_store ^0.1.1, which installs editor tools and kits into
plugins/{category}/{name}/and content intopackages/{category}/{name}/. - The release checks look for the editor's store module by its new names (
BuiltInAssetStoreModule,asset_store.open); just_asset_store stays forbidden in a release. game inittakes--localonce for each folder of checkouts, as just_core_cli 0.1.2'sjust create --localpasses them (saypackages/andplugins/), and registers the store items of all of them; a package checked out in two of them stops it.
0.1.2 #
- Needs just_core_cli ^0.1.1, which trusts just_asset_store from pub.dev (
PluginTrust.onPubDev). Game set 2026.10 takes the store from pub.dev, and just_core_cli 0.1.0 trusted it only from a checkout or its git repository, sogame init(just create) refused to run it under--yesand asked about it in a terminal. Now it runs without asking, as it did from its git tag. - just_asset_store is a dev dependency again, as it was before 0.1.1: the store is a tool, and a game never ships it.
game init --localregisters its checkout among the store items again. game link --unlink --checknames what each stranded package needs: its git source, or, for a store item,just store install <id>. It no longer tells you to add just_asset_store as a git dependency with no URL.
0.1.1 #
- The game set 2026.10 moves to just_game_engine_formats ^0.2.0, just_physics_engine ^1.5.0, just_graphics_engine ^0.1.0-dev.2, just_game_engine_editor and just_editor_core ^0.1.0-dev.1 (their first releases), just_third_person_kit ^0.1.0-dev.1, and has just_world_builder_kit ^0.1.0-dev and just_material_editor ^0.1.0-dev.1 (its first release). just_graphics_editor leaves the set: editing 3D graphics is the editor's own.
game scene validateaccepts entries that place a prefab.
0.1.0 #
just_editor_core, the editor's module contract split out ofjust_game_engine_editor, is in the game set (it comes with the editor and the kits) and editor-only for a release: nothing a release builds may import it.
The first release: the Just Game Engine's commands for just (just_core_cli 0.1.0), as a plugin every game has in its dev dependencies.
- Running and shipping:
game run [--editor];game build <platform> [--editor-entry], then a check that the release build holds no editor (and, in a 2D game, no 3D physics), on the web in the JavaScript and, from a--wasmbuild, the WebAssembly;game check [release-imports|release-build|formats]. - Scenes:
game scene list|new|rename|delete|order|migrate|validate, written as the editor writes them, and never while the editor has the project open. - The engine's versions:
GameSetholds the engine's packages (with the Asset Store from git and the editors from the store) and the Flutter and Dart they need;game initstarts a game on it,game doctorchecks against it, andgame upgrade [--check]moves the pubspec's one-line constraints to it (never a package that is ahead of it back) — theupgradehook ofjust upgrade, which fetches the packages in its transaction. - Setup and upgrades:
game doctor(the editor kept to debug builds and out of the game's imports and dependencies, git ignores, the macOS network entitlement);game migrate [--check] [--engine-only] [--force]rewrites old scenes, timelines and animator graphs in one transaction, and only those: a file of another kind is never read as one of them. An open editor stops it only when there is something to rewrite;--checkanswersjust upgradebefore it changes anything. - Hooks:
create(game init: the game template, the first level, the editor from the Asset Store, Flutter GPU for a 3D game),check,doctor,upgrade,migrateandlink(game link: store items registered afterjust dev link;just dev unlinkrefused while only the links supply a package), whichjust create,just check,just doctor,just upgradeandjust dev link|unlinkrun.game doctoralso checks the SDK floors, the engine's versions and the store's links to checkouts. - The toolkit, on every platform including the web (JavaScript and WebAssembly):
GameSet,GameTemplate,GameEntries,ReleaseRules,ReleaseImports,ReleaseBuild(withReleaseBuildFiles),FormatsCheckandEditorPresencework on text. Wheredart:iois, theGameProjectextension onJustProjectreads a game on disk for them (releaseRules(),editorReachableFrom(),checkReleaseBuild(),checkFormats(),editorIsOpen()), and the commands run.