Commit Graph

18 Commits

Author SHA1 Message Date
D8H 8e50ddefe4 Allow to configure object resources to be loaded independently from the scene (#8514)
- This is an advanced, experimental feature which is subject to changes. It's in most cases not useful, unless you have a large game or low end devices for which controlling memory usage is important. It's mostly useful to delay loading of large custom objects.
- Objects can be configured so that its resources are not loaded when the scene is loaded. Instead, you can use an action to manually load the resources used by it. When the loading is done (this can be checked using a condition), the object can then be created.
  Be careful: if an object assets are not loaded, it will be broken when displayed on screen.
2026-05-04 10:45:51 +02:00
Florian Rival 3846a1553b Experimental in-game editor (#7974)
Co-authored-by: Davy Hélard <davy.helard@gmail.com>

Don't show in changelog
2025-11-11 18:22:37 +01:00
D8H 75bfa5cb45 Unify variable instructions and handle local variables (#6459)
- 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.
2024-05-20 23:14:07 +02:00
D8H 1f852648ef Make games launch faster by loading resources in the background (#5572)
* 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/.
2023-11-22 22:51:24 +01:00
AlexandreS e4f44f7899 Add possibility to display GDevelop watermark that opens Liluo creator page on click/touch (#4811) 2023-01-24 18:26:39 +01:00
D8H 4f4b2b7901 Replace touch conditions to also handle the mouse (#4785)
* Add expressions to get the mouse cursor position without touches moving it.
2023-01-17 15:27:58 +01:00
Florian Rival dbe0343c67 Fix extensions scene lifecycle events launched more than once after a hot reloading (#3742) 2022-03-10 12:42:09 +00:00
Fannie Yan fd193e89fc Add possibility to use custom collision masks for draggable behavior (#3738)
* Added a toggle in draggable behavior parameters so that users can chose to use custom collision mask or not
2022-03-09 13:39:57 +01:00
D8H b40e2d3fdf Improve Draggable behavior to drag the frontmost object under the cursor/touch (#3066)
* In previous versions, the order was not guaranteed, which could result in a non intuitive result for the player.
2021-09-19 01:36:49 +01:00
Florian Rival 473661b8a2 Fix typings 2021-06-06 15:36:01 +01:00
Florian Rival 7ef2e40066 Add more various fixes for TypeScript and code style
Don't show in changelog
2021-01-08 19:55:01 +01:00
Harsimran Singh Virk b7902bb141 Add support for dynamic 2D lights (#1881)
* 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.
2020-08-17 17:48:26 +02:00
Florian Rival 5f54583ff5 Add TypeScript checks to gdjs.RuntimeScene, gdjs
Only show in developer changelog
2020-08-05 18:47:39 +02:00
Florian Rival c385aae845 Add support for "hot reloading" of previews (apply changes to preview without restarting) 2020-07-25 14:23:01 +01:00
Florian Rival ed7ddd2b67 Improve autocompletions for JavaScript code events and for the game engine 2020-05-17 19:30:58 +01:00
Florian Rival 1fb3231f98 Use constants to represents button in the game engine 2019-01-03 21:07:18 +00:00
Florian Rival 746bdd0114 Move rendering of gdjs.RuntimeGame to gdjs.RuntimeGamePixiRenderer 2016-02-21 19:13:35 +01:00
Florian Rival 428e72914d [WIP] Rename Automatism to Behavior 2015-08-17 23:52:59 +02:00