0.3.6 — plugin registry, Unreal extracted to a plugin, in-app update check + fixes
- Official plugin registry hosted on Gitea; client fetches registry.json over HTTPS and installs plugins via backend plugin_write_file. - Auto-install autoInstall plugins on first connect; per-machine enabled state. - Extract all Unreal tooling (Build Solution / Unreal Log) into a separate "unreal" plugin (defaultEnabled) driven through the new host.ue bridge; core UI no longer hard-wires Unreal. - Settings → Plugins: "Official plugins" section with Install buttons. - Status bar: "Updates" button (right of Log) triggers an update check without restarting the client. - Fixes: NEW badge hard-right/centered without shifting text; History commit size no longer flickers (cached per change); giant icons in empty plugin/ People lists; Get Latest hover contrast. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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plugins-examples/unreal/index.js
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46
plugins-examples/unreal/index.js
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// Unreal Engine Tools — official plugin.
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// The core app keeps the build engine (UnrealBuildTool / MSBuild), the build
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// overlay and the log reader; this plugin is just the Unreal-facing surface:
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// a "Build Solution" action and a live Unreal-log view. Reached through the
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// permission-gated `host.ue` bridge.
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export function activate(host) {
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const ue = host.ue;
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if (!ue) { host.log("no ue bridge — plugin.json needs the \"ue\" permission"); return; }
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// Build the game target (UnrealBuildTool for the game module, MSBuild for plain C++).
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host.ui.addMenuItem("🔨 Build Solution (Unreal)", () => {
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if (!ue.hasProject()) { host.flash("No Unreal project in the current working folder.", true); return; }
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ue.build(); // triggers the core build flow + overlay
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});
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// Live Unreal editor log (tails Saved/Logs). Opens from the Actions menu.
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host.ui.addView({
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id: "unreal-log",
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title: "Unreal Log",
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render: (el) => {
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el.style.cssText = "display:flex;flex-direction:column;height:100%;min-height:340px";
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const pre = document.createElement("pre");
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pre.style.cssText =
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"flex:1;margin:0;overflow:auto;white-space:pre-wrap;word-break:break-word;" +
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"font:11.5px/1.6 var(--mono,ui-monospace,monospace);color:var(--muted,#9a9aa8)";
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el.appendChild(pre);
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let alive = true;
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async function tick() {
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if (!alive) return;
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try {
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if (!ue.hasProject()) { pre.textContent = "No Unreal project in the current working folder."; return; }
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const atBottom = pre.scrollTop + pre.clientHeight >= pre.scrollHeight - 30;
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const txt = await ue.readLog(200000);
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pre.textContent = txt || "No Unreal log yet. It appears when the editor writes to Saved/Logs (i.e. while Unreal is running).";
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if (atBottom) pre.scrollTop = pre.scrollHeight;
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} catch (e) { pre.textContent = String(e); }
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}
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tick();
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const id = setInterval(tick, 1500);
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return () => { alive = false; clearInterval(id); };
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},
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});
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host.log("Unreal Engine Tools activated");
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}
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12
plugins-examples/unreal/plugin.json
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plugins-examples/unreal/plugin.json
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{
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"id": "unreal",
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"name": "Unreal Engine Tools",
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"version": "1.0.0",
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"author": "Exbyte Studios",
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"description": "Build the game (.sln / UnrealBuildTool) and tail the Unreal editor log. Enable this on Unreal Engine projects.",
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"entry": "index.js",
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"minAppVersion": "0.3.6",
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"permissions": ["ue"],
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"defaultEnabled": true,
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"contributes": { "menu": true, "views": ["unreal-log"] }
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}
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