Commit Graph

10 Commits

Author SHA1 Message Date
D8H cf39de49d6 Allow custom objects to declare multi-line text properties (#7436) 2025-02-28 17:23:51 +01:00
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
Florian Rival a51c223c9c Add experimental, work-in-progress visual editor for custom objects (aka "prefabs"/"templates") (#6699)
* 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>
2024-07-11 11:27:34 +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 0f69ee435f Add tests on behavior properties initialization and unserialization (#4314)
* Don't show in changelogs
2022-09-28 17:43:18 +02:00
Arthur Pacaud 2124133b4a Add an option to wait for a network request action to end before running other actions (#4023)
* In the future, there will be other actions where you can optionally wait for their tasks to be finished before running the rest of the actions. It makes logic easier and more straightforward to express in events.
* This is similar to the Wait action, except that it's optional.
2022-07-05 23:58:08 +02:00
Florian Rival 7cdc92c776 Introduce the "Wait X seconds" action (#3852)
* This action allow to wait for a few seconds before continuing to run the next actions and sub-events.
* It is perfect to create cut scenes, advanced logic or just run things progressively without relying on timers. In a lot of cases, it's simpler and faster to use this new action.
* The action remember the picked objects: it works like an usual event, but run the actions (and sub-events) a bit later in time. While the action wait, other events continue to run as usual.
* Thanks to @arthuro555 for the ground work and follow up on this new feature.

Only show the rest in developer changelog:

* Add support for asynchronous actions (including for objects).
* Add exhaustive test cases for asynchronous actions. 

Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
2022-05-02 19:44:15 +02:00
Florian Rival 71e3b65134 Add a new "Text input" object (#3508)
* This object displays a field where the player can type a text.
* The cursor can be moved and the text can be selected and entered like any other input field according to the platform. For example, you can use all the usual keyboard shortcuts or emoji pickers on desktop. On mobile, all the usual gestures are supported, emoji pickers, text selection, clipboard...
* You can choose between different input field types: text, text area, email, password, phone number... This allows the keyboards to be adapted on mobile devices. The password field will also hide what is entered by the user.
  * Because the object is way more convenient to use (and actually works on mobile devices) than the Text Entry object, it is recommended you use it almost always instead of the Text Entry object.
* This object has 2 limitations, because it's using the native capabilities of the platform to display a "native" input field: the Z order can't be changed (the object is *always* displayed on top of the game) and no effects can be displayed. Because it's handled by the operating system, it may also slightly differ on each platform.
  * It's recommended you avoid displaying the object outside of a menu or a static UI, as it may not always display exactly at a position synchronised with the rest of the rendering of the game, especially if used in a fast paced or moving scene.
2022-02-13 15:18:31 +01:00
Arthur Pacaud fc8b724e3c Export extension dependencies exported when the extension is used (#2671)
* This for example allow to export the vibration extension only if it's used in events.

Only show in developer changelog
2021-06-06 16:45:47 +01:00
Florian Rival fada85d41d Fix export to Android/iOS failing if AdMob id was containing invalid characters (#2510) 2021-04-05 13:31:12 +01:00