* Still to do:
* Properly handle effects (disable 3D effects) for layers
* Handle hot reloading properly
* Avoid duplicating the configuration of the custom object inside each object created from it. Instead, only store the modified values.
* Add a "Extract as a custom object ("prefab")" when selecting instances in a scene.
* Add a dialog to give choice between 2D or 3D object when creating one.
* Make sure "behavior shared data" are properly handled (physics, pathfinding...)
* Check if we need to give an expression to translate coordinates from the parent to the local custom object.
* Ensure a deleted custom object does not break the editor
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
* You can now simply write the name of the scene or global variable in an expression to use it: `1 + MyVariable` (instead of `1 + Variable(MyVariable)`).
* Objects can also have their variables accessed like this: `MyObject.MyVariable` (instead of `MyObject.Variable(MyVariable)`.
* This also works for properties inside functions of behaviors or custom objects. For example, you can write `Speed` instead of `Object.Behavior::PropertySpeed()`.
* This syntax will also handle all types of variables without the need to write ToString. For example, you can now write "Score: " + CoinsEarned instead of "Score: " + ToString(Variable(CoinsEarned)).
* This syntax will only work (and autocompletions will be shown) if you add the variable in the variables editor of the scene, the project or in the variables of the object. It's a good practice to always declare your variables here and give them a default value - do it to benefit from this new simplified syntax, which will make your formulas and expressions much more readable.
* When you rename a variable in an editor, it will now rename the variables everywhere in the events of the project. This makes it much easier to change the name of a variable if you find a better one. Note that this works for "rootæ variables, but not variables inside structures or arrays.
* 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...
* This adds a **Light** object that can be added on the scene, with a customizable color and radius.
* Add the **Light Obstacle** behavior to the object that must acts as obstacle (walls, etc...) to the lights.
* You can customize the ambient color of the rest of the scene from almost white (useful to show light shadows) to entirely black (useful for horror/exploration games) or any color.
* Use effects on the "Lighting" layer like "Kawase Blur" to achieve soft shadows.
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files