- This will track alive/dead instances of some C++ classes and will throw a JS error in case of usage of a already destroyed object from JavaScript. This should avoid crashing/corrupting the wasm/C++ side by calling a method on an object already destroyed. Instead the exception stays on JS side, without reaching the C++ implementation.
Only show in developer changelog
- Add a shortcut (**F7** by default) and command in the command palette to open diagnostic report at any time
- The report now scans project for missing actions/conditions/expressions from extensions and reports invalid parameters (shown with red underline in Events Sheet)
- Click on error location to navigate directly to the event
* This is not finished yet:
- Documentation needs to be written.
- Menu item (and shortcut?) to quickly toggle between a standard event and a else event must be added so it's easy to switch from one to the other.
- Design must be adapted to make it clearer that the else event is "linked" to the previous one and is not run if the previous event is run.
* You can now simulate realistic 3D cars using the new Vehicle behavior powered by the 3D physics engine.
* Advanced details can be customized: from wheel setup and gear ratios to engine torque, steering, brakes, anti-roll bars, and drivetrain (front/rear).
* The default setup offers a semi-realistic, arcade-style driving feel. For smoother gameplay, explore the example projects to see how fine-tuning makes a big difference.
* Jolt physics engine was upgraded to version 0.34.0.
- Variants allows to restyle custom objects
- They can be customized with the graphical editor
- The asset store will progressively use them notably for UI elements (buttons, sliders)
* The "Ask AI" tab allows you to access an AI that is a GDevelop expert. _Think of it as "ChatGPT" but that is trained on GDevelop and knows everything about it._ It can give you advices and guide you through GDevelop, features, extensions and has knowledge of what you use in your game (scenes, objects, behaviors).
* Unsure how to do something? Ask the AI.
* Want to get a better understanding of a concept you don't understand? Ask the AI.
* Have an idea but unsure where to start? Ask the AI.
* The AI gives its answer according to the full knowledge of features, reviewed extensions and game building with GDevelop. It's perfect for beginners or when you want to quickly get an answer without having to search for a long time.
* This is experimental. As with any AI, it can make mistakes or give answers that are wrong or not the best way to do something - you can put a thumb up or thumb down on each answer if you want to report something.
Feel free to check answers with the members of the community on the forum or on Discord. We'll actively improve the AI according to the results it gives.
* The AI was worked to be concise, efficient and fast. If you have a GDevelop membership (silver, gold, pro) you will have an allowance for free AI request every month. You can unlock more AI requests or get some with a free account with credits.
* 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.
* 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>
- 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.