- Extensions, behaviors and objects lists now follow the same layout
- Assets are suggested for most custom objects provided by extensions
- Also fix private objects not appearing in the list from within the
extension
* When an object is selected (or when "Edit object" button is clicked in the properties panel after choosing an instance), the properties panel will show the properties of the object.
* This allows for fast edition of most elements of an object: appearance, properties, but also behaviors, variables and effects. Most workflow and iterations on your game should be faster, from adapting the appearance of a text to tweaking behaviors and updating the preview to check the result in realtime.
* Choose a starter game and quickly replace objects and tweak their behaviors. The game is then automatically published so it can be shared: this is perfect for new users to get a taste of how a game works and make their own remix of a game before going further.
- Global or scene variables can be used with a unique action and condition.
- Object variables can be used with a unique action and condition.
- Variables need to be declared following the same logic as the new expression syntax.
- Local variable can be declared on events
- Extensions have their own variables
- Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors.
- This is especially useful if external events are shared between several scenes.
- 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
* 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>
* 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/.
* 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.
* Actions, conditions and expressions related to opacity, size (width/height), scale, animations and other common features are now visible only once when you search for them in actions/conditions (instead of being shown once for every type of object supporting them). This reduces the risk of confusion for new or existing users, notably when multiple versions of the same action were returned by the search and was making it difficult to choose the proper one.
* Internally, this works thanks to default, built-in behaviors that are supported by the 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...