- please run npm install in newIDE/app. Relaunch VSCode/Cursor/your IDE and make sure the latest Flow version (0.299.0) is used.
- While the new FlowFixMe can be annoying, in general it should be way more robust, way faster (2x faster on the CI for example compared to the old version) and crash way less.
Only show in developer changelog
- Support for hot-reloading (like on the desktop app),
- Huge speed-up (no more file uploads, everything is done locally on the device storage),
- Fix for Safari/Firefox not opening the preview window.
* Screenshots are taken for each 3D Model (using .glb extension) so they can be easily recognized in the editor
* Those previews are visible in the Resources tab, in the 3D Model object dialog, or when swapping/selecting from a project resource
- 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.
* This allows to use animatable 2D objects created with Spine (purchase a licence on [their website](https://esotericsoftware.com/) if you're interested).
* 2D skeletal animation allows for very smooth animations, and keep resource usage low compared to animations made of frames like Sprite objects. It's perfect for 2D games and can be used for animated characters, avatars, UI elements.
* Many thanks to @f0nar and @LousyMolars for their work on this new feature and associated game examples!
---------
Co-authored-by: Vladyslav Pohorielov <vpohorielov@playtika.com>
Co-authored-by: Gleb Volkov <glebusheg@gmail.com>
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
You can now create folders as a means to organize your objects when editing a scene or an external layout.
Thanks to @Silver-Streak, Matt Pin, @arthuro555, SnailMail, @TheGemDev, Peeble, Rasterisko for all the help designing and testing the feature.
Note that object tags have been dropped in this version since they were not practical to use thus not widespread used.
GDevelop now refreshes resources (images, videos, 3D models, fonts, etc.) when a change is detected on the filesystem so that you can immediately see the changes.
This allows to efficiently use GDevelop alongside other tools (Tiled or LDtk for instance).
Notes:
- This logically only affects the desktop version for projects saved on the filesystem;
- You can deactivate it in the preferences.
* This opens the path to multiple performance improvements (faster WebGL rendering, and then WebGPU rendering) as well as optimised resources loading in the future.
* Sprites now have an option to calculate their collision mask automatically, based on the first image of their first animation
* The generated collision mask consists of the biggest rectangle possible, encapsulating the image and avoiding transparent pixels
* This option is enabled by default for all new sprites, and can be disabled to create a custom collision mask like before
* When enabled, the mask will adapt automatically when the first image is updated
* 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...