- Replace the third-party `pixi-spine@4.0.4` with the official Esoteric Software runtime for PixiJS v7 (`@esotericsoftware/spine-pixi-v7@4.2.116`).
- The new runtime only fully supports skeletons exported from **Spine 4.2**. Older exports (e.g. 4.0) may partially render but mesh deformations won't work due to a Spine JSON schema change (`deform` → `attachments`).
- 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.
* Before, this was set as 0 even though displaying as empty in the
variablesList.
* Projects created before 5.6.267 will keep the same behavior (0 as default value for string variables) with an option to move to the new behavior (empty as default value) in the project properties dialog.
* Projects created from 5.6.267 will use the new default behavior (empty as default value)
https://github.com/user-attachments/assets/0d885c70-b68a-431f-8dcb-08e4e193b8a1
* 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.
* This was previously causing issues of GDevelop being stuck trying to log in, opening a new window should now open a completely different GDevelop that can be autonomous. (useful to open multiple projects at the same time for instance)
* Typically, when resources are downloaded from a CDN, then sometimes, for
various reasons, a request for a resource may fail. In such cases, it’s
very useful to have retry for avoiding intermittent issues.
* When adding a new object type, the hot reload could break if a
previous hot reload was done without the script files (typically, when
adding an object from an already used type)
* When adding a new object or anything needing a loading screen, the
loading screen and the in-game editor were fighting for the rendering.
* Also fix issues when adding multiple objects from a pack