github-actions[bot]
34c12bbcc8
[Auto PR] Update translations ( #8954 )
2026-08-19 17:18:38 +02:00
D8H
e09b29c611
Navmesh characters speed is now used for physics collision ( #8978 )
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- This results in better handling of objects moved by Navmesh pathfinding
2026-08-18 19:09:46 +02:00
D8H
ab650fd68e
Fix extension action and condition folders ( #8958 )
2026-08-18 14:48:00 +02:00
D8H
d533b31c59
Fix the multiplication and subtraction operators for properties ( #8971 )
2026-08-18 12:22:56 +02:00
Florian Rival
68cc6f432b
Gameplay tests: wait through game-driven scene changes instead of throwing ( #8950 )
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Don't show in changelog
2026-08-11 11:56:44 +02:00
D8H
361f6b3a87
Add experimental "navmesh-based" pathfinding behavior for 2D and 3D ( #8943 )
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- This pathfinding works in 2D and 3D is more flexible than the "grid-based" existing pathfinding.
- For 3D models, you can optionally choose, like for 3D physics, to follow the exact mesh of the 3D model for pathfinding - allowing characters and objects to move on or around the 3D model naturally.
- It handles "crowds" of characters, which can all go to a destination avoiding each others.
2026-08-11 11:11:44 +02:00
Florian Rival
9b331ac4bc
Gameplay tests: exclude loading time from the test timeout, report it as loadingMs ( #8947 )
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2026-08-10 22:27:18 +02:00
Florian Rival
3ed0b92ff9
Gameplay tests: label the control probe's scene restarts with their own cause ( #8946 )
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2026-08-10 18:53:15 +02:00
Florian Rival
d1b3797c20
Gameplay tests: fix the inverted camera-measured pitch ( #8940 )
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2026-08-09 17:36:34 +02:00
Florian Rival
8cdd1c6f03
Gameplay tests: fix the camera-measured yaw, expose the aim tolerance ( #8939 )
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2026-08-09 16:54:35 +02:00
Florian Rival
2ba33068e9
Gameplay tests: bound the rendering duty cycle, not just the interval ( #8937 )
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2026-08-09 15:42:42 +02:00
Florian Rival
4cc37b43a2
Various improvements for gameplay tests ( #8936 )
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2026-08-09 14:29:11 +02:00
Claude
ba74a65a75
Wait for the game to be fully booted before running a gameplay test
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2026-08-08 23:56:07 +02:00
Florian Rival
44ba8a04ce
Add experimental gameplay tests ( #8926 )
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A gameplay test plays a game: it presses keys, moves the mouse, touches the screen, then checks that what should happen actually happens. For example, if the coin is collected, the score goes up, the enemy hurts the player... Tests run in a preview of the game, usually much faster than real time. [Read more about them on this page](https://wiki.gdevelop.io/gdevelop5/interface/gameplay-tests/ )
2026-08-08 21:22:07 +02:00
Clément Pasteau
dbde5a9347
Instances can now be hidden at start from the properties panel ( #8884 )
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+ AI tool can now set instance variables
2026-07-30 16:43:23 +02:00
Clément Pasteau
9ed644c807
Fix steamdeck controller not working when exporter to Steam ( #8906 )
2026-07-30 09:09:46 +02:00
Clément Pasteau
eb7d890a75
Improve panel sprite performance when not smoothed ( #8901 )
2026-07-28 14:49:26 +02:00
D8H
8dd5da42d8
Add test projects for the documentation ( #8889 )
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2026-07-25 19:28:40 +02:00
D8H
561c43464e
Allow to edit external tile maps at runtime ( #8830 )
2026-07-23 10:00:16 +02:00
Florian Rival
2d9d8c3a41
Fix scene variables "persistentUuid" field in JSON being regenerated or deleted on save ( #8837 )
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2026-07-15 14:59:16 +02:00
Clément Pasteau
97eccf98c3
Reduce possible crashes in the event sheet when undoing/redoing ( #8820 )
2026-07-09 08:53:29 +02:00
Florian Rival
bc1776c59e
Build Three.js as a classic global-script bundle in SharedLibs/ThreeAddons ( #8804 )
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2026-07-06 17:25:17 +02:00
Clément Pasteau
99edf7522a
Fix game not taking full screen size on mobile devices ( #8776 )
2026-06-26 17:32:02 +02:00
Clément Pasteau
7ea8416e3e
Fix iOS not resuming sounds when app is put to background and focused again ( #8777 )
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Note: this doesn't fix locking/unlocking the screen which is very random and not
reliable yet
2026-06-26 17:31:19 +02:00
Clément Pasteau
2701d05771
Fix Screen orientation parameter on iOS devices ( #8774 )
2026-06-26 14:21:20 +02:00
Clément Pasteau
c73ce6f250
Save state extended ( #8752 )
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- Add actions to list, delete, check, and duplicate saves
- Also adapt actions so they can be awaited
2026-06-23 15:06:59 +02:00
Clément Pasteau
b584df4ce8
Fix Spine upgrade wrongly breaking require calls ( #8730 )
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2026-06-17 11:26:18 +02:00
Gleb Volkov
f6872bd7a1
Migrate Spine extension to @esotericsoftware/spine-pixi-v7 ( #8595 )
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- 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`).
2026-06-16 10:23:52 +02:00
Clément Pasteau
663edf81ec
Improve a lot the time to launch previews (and other operations like modifying groups/renaming objects) when using very long expressions ( #8662 )
2026-06-01 14:40:33 +02:00
D8H
d9d8a7d3ea
Fix a regression on the displayed position of custom objects ( #8604 )
2026-05-16 13:38:28 +02:00
D8H
e2de846279
Allow to load and unload objects from other scenes ( #8592 )
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- Also fix manually loaded objects not being unload with their scene
2026-05-14 10:56:19 +02:00
ViktorVovk
584cca2d43
Export classes in ResourceLoader for better TypeScript compatibility ( #8594 )
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2026-05-14 10:21:47 +02:00
D8H
0b3f8e7205
Improve types for TypeScript 6 ( #8591 )
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2026-05-13 12:07:46 +02:00
D8H
1c17c895bb
Allow custom objects to move layer cameras ( #8572 )
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- Also fix a crash when there is a trigger once in an external function used from a custom object
2026-05-12 11:14:34 +02:00
D8H
1480595463
Fix objects created by custom actions not being picked ( #8575 )
2026-05-07 17:48:22 +02:00
D8H
18cd4f9110
Add expressions to access the components of forward/up/right vectors of 3D objects ( #8558 )
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- These are advanced expressions mostly useful for extensions manipulating objects in 3D space.
2026-05-04 15:19:35 +02:00
D8H
8e50ddefe4
Allow to configure object resources to be loaded independently from the scene ( #8514 )
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- 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
D8H
f7012ebfd6
Fix created child objects instances in custom objects being picked twice ( #8559 )
2026-05-04 09:37:51 +02:00
Florian Rival
e8fe23d9dc
Fix rendering of events true/false or yes/no as text when parameter not filled ( #8561 )
2026-05-03 23:35:12 +02:00
Florian Rival
1fc3e48caf
Revert new basis expressions
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2026-04-30 18:20:55 +02:00
Florian Rival
b697245ea6
Fix wrong usage of THREE crash
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Don't show in changelog
2026-04-30 18:10:08 +02:00
Florian Rival
840f0e93df
Fix hot reloading for behaviors ( #8553 )
2026-04-30 11:08:56 +02:00
D8H
ab5866386e
Add expressions to get object and camera local basis in the world basis ( #8546 )
2026-04-29 17:19:21 +02:00
Clément Pasteau
920d0b86c1
Fix default variable string value being empty instead of 0 ( #8473 )
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* 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
2026-04-27 09:37:45 +02:00
Clément Pasteau
e9862d5319
Fix screen orientation not working anymore when exporting to iOS ( #8533 )
2026-04-23 10:41:25 +02:00
D8H
1f7b999706
Fix missing globally used resources when unloading a scene that uses these resources ( #8513 )
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- It only happens when "Unload at scene exit" is selected in project settings and a global object share some resources with a scene object.
2026-04-16 15:31:33 +02:00
D8H
5f260352ce
Fix scene properties not usable via the variable action and condition ( #8504 )
2026-04-13 09:12:32 +02:00
Florian Rival
88d63666a5
Add save/restore support for linked object relationships ( #8499 )
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Fix #8497
2026-04-08 18:20:16 +02:00
Florian Rival
72190e8bdf
Fix hot-reloading of global object instances ( #8489 )
2026-04-07 12:49:50 +02:00
D8H
92e449558b
Allow extensions to set different icons for behaviors and objects ( #8472 )
2026-04-02 20:14:19 +02:00