- 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
* New actions are available to save & load the game state, making Saving & Loading as easy as adding 1 action to your game!
* While it will work in most cases, it has a few limitations and hasn't been thoroughly tested on all types of objects/behaviors and games, so it is for the moment tagged as **Experimental** while we gather feedback and improve it
* Check out the wiki for more info: https://wiki.gdevelop.io/gdevelop5/all-features/save-state
* GDevelop sometimes has faulty updates, for instance when the computer is shut down during an update. This was causing the app to be incomplete and projects to become corrupted after a save (ex: BBText objects being broken)
* This check shows an unskippable dialog suggesting a re-install of GDevelop
* 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>
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 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 is an experimental extension!
* It allows you to provide a login/register form to your players, with 1 action
* It connects the player automatically when they launch your game again
* It also provides a new action to submit a leaderboard entry without having to enter a username
* This is the beginning of Player Authentication and more features will come allowing creators to interact with their players
* The collision mask is read from the tile maps exported by Tiled 1.9+.
* Several collision masks can be used for instance to have platforms and ladders.
* Take a look to the wiki for more details https://wiki.gdevelop.io/gdevelop5/objects/tilemap
* This allows to display texts on screen that use a "bitmap font", generated with softwares like [BMFont](https://www.angelcode.com/products/bmfont/) or [bmGlyph](http://www.bmglyph.com/).
* Bitmap fonts allow advanced effects and custom design of each character, with complete control over the appearance of the text. This is useful for making a custom score counter, titles, button labels...
* They also render very well in a pixel-perfect, pixel-art or retro-like game.
* Finally, these Bitmap Texts are fast and efficient to render on screen: useful for scores or texts that are updated frequently.
* This allows to set the position of a sound in a 3D space. The stereo system of the device is used to simulate the position of the sound and to give the impression that the sound is located somewhere around the player.
* Use Firebase Analytics
* Store your game configuration in Firebase Remote Config
* Authentification, by email (or using providers like Google, Facebook **for browser games only**)
* Report measures to the Remote performance measurer
* Launch Firebase Functions
* Use the online Database (Firestore) and the Realtime Database
* Store data in the Online Filesystem.
* Add watcher to automatically import changes to GDJS/extensions in newIDE
This watches for changes in GDJS or extensions and automatically run the "import-GDJS-Runtime.js" script.
This allows for faster iterations when working on GDJS or JS extensions: do some changes, verify that the console says that changes were imported, launch the preview
* Adds an option in preferences to deactivate this in case of issues.
* Also move BrowserS3GDJSFinder and LocalGDJSFinder in newIDE/app/src/GameEngineFinder.
* Update READMEs to mention automatic import of GDJS and extensions runtime sources
* Upgrade to Flow 0.92 and make fixes for it
* Convert all extensions to use _("...") instead of t("...") for translations,
to be able to be parsed by gettext
* Handle translation in JS extensions
* Move Providers out of MainFrame
* Remove i18next
* Adapt ExtractTranslations script to handle js files (for extensions)