* 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.
* 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.
* 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
* Only the first scene and global objects resources (images, sounds, 3D models etc...) will be downloaded during launch of the game. This usually allows for a very fast loading time.
* Other scenes resources will continue to load in the background. It has no impact on the game performance as this is done on other threads by the browser or the engine running the game.
* Scenes are loaded in the order they are listed in the project manager.
* You can also use actions and expressions to prioritize a scene (if it's known that a level will be needed soon for example) or read the current loading progress. This allows to create lightweight scenes that can act as custom loading screens. Otherwise, the launch loading screen will be shown if a scene is still loading when launched.
* Read more about this on https://wiki.gdevelop.io/gdevelop5/all-features/resources-loading/.
- Breaking change: fix 3D models that were mirrored on Y axis.
- In case some models look upside-down, they can be fixed by adding 180° to the "Rotation around Y axis" property.
- Handle custom origin and center.
- Restore Debug draw action in games with 3D
- Fix inspector not working on 3D objects with Z = 0
- Use magenta box when no model is specified for 3D model objects
- Add missing default names for 2 new 3D objects
* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app).
* 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both.
* This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game.
* You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it.
* In the future, support for 3D objects will be improved: light objects, animations, etc...