1962 Commits
Author SHA1 Message Date
Florian Rival d6ab968fe6 Add micro and macro benchmarks on CI (#9206)
Only show in developer changelog
2026-10-09 14:36:50 +02:00
ViktorVovkandViktor Vovk 28934eb01a Add support for custom "cubic-bezier" easings to the Tween extension (#9154)
- Tweens can now use a custom easing curve, in addition to the built-in named easings (`linear`, `easeInQuad`, ...). A custom curve is written like in CSS: `"cubic-bezier(x1,y1,x2,y2)"`.
- The easing field gets a Custom curve... entry that opens a visual curve editor. 
- New custom easing can be named and reused across the project (or across an extension)

Co-authored-by: Viktor Vovk <[email protected]>
2026-10-08 18:34:05 +02:00
Clément Pasteau cd54b6c25f Improve instructions wordings to ease up search (#9197) 2026-10-08 10:18:37 +02:00
D8H 749d711d4c Fix navmesh characters rotating to 0° at start (#9198) 2026-10-07 19:28:18 +02:00
Florian Rival d987c83e9e Fix navigation meshes not loading in games and previews (#9194)
Don't show in changelog
2026-10-07 00:14:08 +02:00
Clément Pasteau d7cc8fcce7 Fix blur effects showing a border on screen edges and 3D effects hiding the layers below (#9042) 2026-10-06 16:14:21 +02:00
Florian Rival 9b1314bfa0 Make the depth of field blur effect 2x faster (#9186) 2026-10-06 08:55:22 +02:00
Florian Rival d516b6f72f Improve directional light shadows rendering (improved distance and quality) (#9185)
- Ensure you use "Fitted to camera view" in your directional settings to benefit from this. This is the new default.
- Shadows are no longer rendered by chunks when they are far from the camera (they are smoothly stopping)
- The upgraded rendering allows to specify the maximum distance of the shadow from the camera. In the very vast majority of cases, this allows shadows to be rendered further than before with a quality as good if not better.
2026-10-06 08:17:08 +02:00
Clément Pasteau 428a17d5ce Fix skyboxes orientations that were not standard cube (#9184) 2026-10-05 17:53:22 +02:00
Florian RivalandDavy Hélard b30074ab24 Add Ambient Occlusion, Depth-of-field, faster bloom and tone mapping for 3D games (#9180)
Co-authored-by: Davy Hélard <[email protected]>
2026-10-05 15:10:35 +02:00
Aurélien Vivet fdb154ce95 Fix NavMesh memory leaks (#9175) 2026-10-05 12:59:28 +02:00
Aurélien Vivet b5fbe6fd8b Remove the Quick Customization flow (#9174) 2026-10-05 11:29:06 +02:00
Florian Rival 6253b8e9d2 Add environment light intensity and background brightness to the skybox (#9178)
- Some skyboxes give too much light, or are too bright in the background:
  - "Environment light intensity" scales the light given by the skybox.
  - "Background brightness" scales the brightness of the skybox images.
  Both are 1 by default, so existing scenes are unchanged.
2026-10-03 23:02:12 +02:00
D8H 7dd4d13a7a Upgrade to Three.js 0.185.1 (#8853)
- Point lights and spot lights now uses a realistic decay. It's not possible to find the exact same result as before, but you can tweak the intensity and the decay properties. Hemisphere lights, directional lights and ambient lights still work the same as before.
- The 3D particle emitter must be updated to the last version to handle the new 3D renderer world scale property.
- Ensure any 3D extension you use is also updated to the latest version.
2026-10-03 13:55:50 +02:00
Clément Pasteau 71b9261f59 Fix various 3D editor issues (layers and rescaling) (#9158) 2026-09-29 16:43:14 +02:00
Florian Rival 2e8c22b10c Fix GDJS tests relying on exact floating point results (#9156)
Newer Chrome versions compute Math functions with a different last
digit, so compare these values with a tolerance.

Don't show in changelog
2026-09-29 15:34:12 +02:00
Florian Rival 5b52d82c99 Add support for raw object/instance changes in the agent (#9139)
Don't show in changelog
2026-09-25 17:36:40 +02:00
Clément Pasteau 15dd4dafbb Prevent jumping again after falling a platform in 3D platformer (#9132) 2026-09-23 16:10:17 +02:00
Clément Pasteau 43b3e42236 Fix condition hasJustBeenDragged staying true when deactivated (#9107) 2026-09-16 09:36:22 +02:00
Clément Pasteau 3ccda1e6e6 Tween opacity action is now only visible to compatible objects (#9106) 2026-09-15 17:18:29 +02:00
Clément Pasteau 34d6645d85 New action to Tween camera Z position (#9093) 2026-09-14 18:27:01 +02:00
Clément Pasteau a6759776ee Fix tweens working when duration is 0 (#9090) 2026-09-11 11:54:14 +02:00
Clément Pasteau fc0b5258b9 Improve the selection of Tween Easings with a preview (#9084) 2026-09-11 10:02:24 +02:00
Mykyta Bozhdohan 30d8a62a17 Fix 2D light for masking feature (#9033)
- 2D light should now work as a mask when using SpriteMasking extension.
2026-09-05 14:00:45 +02:00
Clément Pasteau efd8613269 Fix corrupted rendering on some Android devices when using 3D brightness/contrast or hue/saturation effects (#9053) 2026-09-04 09:29:19 +02:00
Clément Pasteau 94223c19e3 Fix wording for save actions (#9040) 2026-09-01 15:24:33 +02:00
D8H e2558607c7 Fix a crash when adding a 2D navmesh character at runtime (#9037) 2026-08-31 18:46:47 +02:00
Florian Rival 2a47c7cf01 Allow to edit layers/masks (from the Physics engines) and some other properties of behaviors in the properties panel (#9030) 2026-08-28 19:42:30 +02:00
Florian RivalandMykyta Bozhdohan 4efcefb190 Fix 2D lights with a texture not being able to be rotated (#9025)
Co-authored-by: Mykyta Bozhdohan <[email protected]>
2026-08-28 11:15:00 +02:00
oleksandrbezditny 8d0563f9ed Improve Spine rendering performance (#9016)
- Only recompute meshes and bounds when the pose changes
2026-08-28 10:55:17 +02:00
D8H 418243678a Fix default tile map assets not showing up (#9012) 2026-08-25 18:27:02 +02:00
D8H 9ac597a859 Extend the 2D navmesh around obstacles (#8993) 2026-08-21 13:40:59 +02:00
D8H e09b29c611 Navmesh characters speed is now used for physics collision (#8978)
- This results in better handling of objects moved by Navmesh pathfinding
2026-08-18 19:09:46 +02:00
D8H 024a783711 Fix navmesh characters not moving when they have the 3D physics behavior as kinematics (#8973) 2026-08-18 14:51:43 +02:00
D8H ce26d8ce4f Fix navmesh characters were able to walk on top of obstacles (#8969) 2026-08-18 14:47:45 +02:00
D8H 395045dd2f Fix missing tiles with id "0" in external tile maps (#8964) 2026-08-18 14:47:24 +02:00
D8H 2e9f9dae6d Fix formatting (#8957)
Don't show in changelog
2026-08-11 16:48:05 +02:00
Florian Rival 0c1801f8e0 Fix typo
Don't show in changelog
2026-08-11 16:42:23 +02:00
D8H 42931eac70 Fix a too long property name for "Simplified 3D model" (#8956)
Don't show in changelog
2026-08-11 16:00:57 +02:00
Florian Rival 2ae27faee8 Enable navmesh on the web-app and update wording
Don't show in changelog
2026-08-11 12:59:05 +02:00
D8H 361f6b3a87 Add experimental "navmesh-based" pathfinding behavior for 2D and 3D (#8943)
- This pathfinding works in 2D and 3D is more flexible than the "grid-based" existing pathfinding.
- For 3D models, you can optionally choose, like for 3D physics, to follow the exact mesh of the 3D model for pathfinding - allowing characters and objects to move on or around the 3D model naturally.
- It handles "crowds" of characters, which can all go to a destination avoiding each others.
2026-08-11 11:11:44 +02:00
D8H bfb60b4e2a Fix missing translations for the 3D character behavior (#8924) 2026-08-04 16:29:39 +02:00
D8H 6e374a2fec Improve the fix of pathfinding with tile map obstacles (#8922)
It takes into account the object size and margins.

Don't show in changelog
2026-08-04 13:54:44 +02:00
D8H 2a51e5786c Fix pathfinding so that it now works with tile maps as obstacles (#8921) 2026-08-04 12:40:20 +02:00
ViktorVovk 925ae4e170 Support binary Spine (.skel) skeleton imports alongside JSON (#8919) 2026-08-04 09:50:46 +02:00
D8H 6a849d08d1 Fix sentence parameters of a tile map action (#8908) 2026-07-29 21:16:07 +02:00
D8H 0ad8a003b3 Fix default tile map assets not showing up (#8907) 2026-07-29 17:02:34 +02:00
Clément Pasteau eb7d890a75 Improve panel sprite performance when not smoothed (#8901) 2026-07-28 14:49:26 +02:00
D8H a462fa46cc Optimize tile map trimming (#8876)
It avoids to scan all the tiles when scanning just a few rows and column is often enough (only 2 tiles in the best case scenario).
2026-07-23 10:34:47 +02:00
D8H 561c43464e Allow to edit external tile maps at runtime (#8830) 2026-07-23 10:00:16 +02:00