* Typically, when resources are downloaded from a CDN, then sometimes, for
various reasons, a request for a resource may fail. In such cases, it’s
very useful to have retry for avoiding intermittent issues.
* When adding a new object type, the hot reload could break if a
previous hot reload was done without the script files (typically, when
adding an object from an already used type)
* When adding a new object or anything needing a loading screen, the
loading screen and the in-game editor were fighting for the rendering.
* Also fix issues when adding multiple objects from a pack
* This adds two new settings, available in the Project Properties and in the Scene Properties dialog, to allow to specify the strategy for preloading resources of the scenes and unloading them. By default, a game will preload in background the resources of all scenes. It will never unload these resources (so scene switching is fast).
* You can now choose to unload the resources of a scene when the scene is left using the "Resources unloading" field. If the scene is launched again later, it will load its resources again.
* You can also choose to change the preloading to disable it for all scenes (by modifying the setting in the project properties) or enable it/disable it on a scene by scene basis. This can be useful for large or modular games where you anticipate the player to only play some scenes, or if you want to reduce the resources that needs to be loaded on a web game.
* Shadows are rendered for 3D objects when a **Directional Light** is set up on your scene layer - which is now the case by default for new games and new layers: they will have both a Directional Light and an Ambient Light. This renders shadows like it could be done by the sun.
* 3D models and 3D cubes are now casting shadows. To see them, you must ensure you the "Standard" material type in their configuration (and not the "Basic", which means they don't react to light) and be sure to enable "Shadow casting" and "Shadow receiving". This is done by default for new objects you create or import from the Asset Store.
* Shadows are rendered around the camera on an area that is large enough for most games while giving still good quality results. This means they should work out of the box and be adapted to most games, including large maps.
You can adapt the quality of shadows, intensity of the light (and so shadows), the size of the rendered area by editing the Effects of the layer in the scene (as for other effects).
* This allows to fully release resources, textures and anything else that is linked to a gdjs.RuntimeGame. This can be useful if multiple games must be loaded/unloaded/changed in a single web page.
Only show in developer changelog
- Make color parsing from string more robust (issues when setting colors in Sprite, BBText, Particle emitter and effects with colors)
- Allow use of hex strings and shorthand hex strings in color fields
- Remove UI glitch when switching effect type and both effects have parameters with identical names
* This allows playing around with instances directly on the canvas instead of relying on the actions to flip or change opacity and needing to start a preview
* This is perfect for quickly prototyping or trying new game art
* Animation of the object that are missing in the asset are replaced by a copy of the 1st asset animation. 3D model volume is adjusted to stay the same while keeping asset proportions.
- Custom objects like the 3D particle emitter can be used as any other 3D object
- with the same set of actions and conditions thanks to the 3D capability
- in the scene editor, their Z position and 3D rotations can be changed
- Fix child creation in `doStepPostEvent` function
- Add 3D Effects for color adjustment and bloom.
- A lower quality anti-aliasing is used when post-processing is enable (SMAA instead of MSAA).
- Upgrade to Three.js 0.160.0.