Commit Graph

37 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 48ee325034 Persist properties panel scroll position for instances and objects (#8337) 2026-02-28 12:55:30 +01:00
D8H deb802cfec Allow to override behavior properties on object instances (#8171)
* For now, this is limited to instances inside custom objects. This will be made available in the future for all instances in scenes if this works well.
2026-02-09 16:21:24 +01:00
D8H 13581264ef Fix resources used in behavior configurations were not exported (#7941) 2025-11-13 14:04:59 +01:00
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 896f56e850 Allow to switch between variants of custom objects (#7403)
- 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)
2025-04-24 11:05:00 +02:00
Florian Rival 43f5bd1c0e Allow to edit object properties, behaviors, variables and effects directly from the properties panel (#6898)
* 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.
2024-09-27 10:56:39 +02:00
Clément Pasteau cc371273ce Improve Quick Customization flow (#6978)
* Simplify the number of objects suggested for replacing
* Simplify the number of behavior properties suggested for tweaking
* New section to update the in-game title
* Simplify publication at the end of the flow
2024-09-23 15:07:31 +02:00
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
AlexandreS 921add6665 Organize your objects into folders (#5655)
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.
2023-10-16 17:04:20 +02:00
Florian Rival a0925c79c3 Add a new simplified way to use variables in expressions, and automate renaming of variables in events (#5580)
* 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.
2023-09-21 18:56:12 +02:00
D8H 18e8020bf5 Simplify the list of actions/conditions by removing duplicated actions/conditions that are common between objects (#5494)
* 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.
2023-08-25 11:11:55 +02:00
D8H 02bbdfecd4 Allow event-based behaviors to declare scene properties (#4464) 2022-11-10 11:43:16 +01:00
D8H c4f44daa8c Expose a gdObject constructor for the asset script (#4268)
* Don't show in changelogs.
2022-09-05 16:14:54 +02:00
D8H b8e9bc801a Add a properties editor for custom objects (#4227)
* Don't show in changelogs
2022-09-02 14:13:41 +02:00
D8H aed4b76a3f Refactor behavior configuration model (#4217)
* Merge BehaviorContent into Behavior and add CustomBehavior
* Don't show in changelogs
2022-08-29 09:21:21 +02:00
D8H 763aa0aa25 Show expression errors directly in the event sheet (#3823) 2022-06-03 23:02:51 +02:00
Clément Pasteau 9ccdd2a0fa Give the possibility to add an asset pack as a whole
* New Dialog indicating how many assets are already in the project
* Option to add only the remaining assets
* Improved design/UX overall
2022-06-02 18:28:37 +02:00
Florian Rival 9db4d603a0 Refactor access to behavior/behavior shared data in the editor
Avoid having getters in the gd::Platform or the gd::Project, as they should not be responsible for this.
Instead, use gd::MetadataProvider to fetch the BehaviorMetadata.

Don't show in changelog
2021-07-11 17:16:04 +01:00
Florian Rival 3c88c150d5 Fix effects container of an object not copied properly (and so erased when previewing)
This is a good example of why custom assignment ctor/copy operator should be avoided. In the case of gd::Object, it would have been better to encapsulate the behaviors in a "gd::BehaviorContentContainer", that would have custom assignement ctor/copy operator, so that we could then avoid specifying those for gd::Object.

Don't show in changelog
2021-06-12 02:08:34 +01:00
Florian Rival 350fea08bf Enable serialization of effects in gd::Object
Don't show in changelog
2021-06-05 16:55:28 +01:00
Harsimran Singh Virk 83db8ce272 Added Effects Container in gd::Object (#2683)
Only show in developer changelog
2021-05-31 22:22:08 +01:00
Florian Rival 9b178bc985 Fix "Remove Unused Images" removing images used by BBText object
Don't show the rest in changelog:
* More generally, fix resources exposed by any object declared in JavaScript
* Refactored GetProperties (and UpdateProperty) across behavior/object/behavior shared data to remove the dependency on gd::Project.
2020-06-23 22:40:38 +01:00
Florian Rival c2b123d20b Add NamedPropertyDescriptor 2019-06-16 17:08:55 +01:00
Florian Rival 2e9601757c Add support for adding tags to objects and filter by tags (#1065) 2019-05-27 23:20:07 +01:00
Florian Rival 32dd269d18 Add automatic refactoring of project when an events based behavior is renamed 2019-05-08 16:05:03 +01:00
Florian Rival 2d31e910fa Add support for EventsBasedBehavior object type 2019-05-07 00:46:45 +01:00
Florian Rival 433dc763d1 Separate Behavior into BehaviorContent and Behavior, and add RuntimeBehavior for GDCpp 2019-05-03 22:47:21 +01:00
Florian Rival edd98d8bd5 [WIP] Clean old methods used only in GD4 in objects and behaviors 2019-04-21 10:20:32 +01:00
Florian Rival a8559bfbbc Add clang-format to format (C++) source files automatically (#491)
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files
2018-05-09 15:57:38 -07:00
Florian Rival 119d588619 Fix Object behaviors and SpriteObject animations not properly unserialized with an exisiting object 2017-10-28 17:13:39 +02:00
Florian Rival 34981bd794 Merge pull request #245 from victorlevasseur/templated-objects-decls
Refactor/simplify objects declarations with templates
2016-01-29 18:11:06 +01:00
Victor Levasseur 804e8c8718 Remove old CreateXXXObject(...) functions 2016-01-28 17:15:48 +01:00
Victor Levasseur 21dcb391b4 Behavior are created in an unique_ptr 2016-01-27 19:43:44 +01:00
Victor Levasseur b24060f8d0 Replace raw pointers with unique_ptrs to store Behaviors in gd::Object 2016-01-27 16:24:40 +01:00
Florian Rival e444e80493 Update copyrights year 2016-01-14 19:46:56 +01:00
Florian Rival 63cb853d72 Change file organization (Events, Extensions + more folders) 2015-11-01 11:26:40 +01:00