* This allows to use animatable 2D objects created with Spine (purchase a licence on [their website](https://esotericsoftware.com/) if you're interested).
* 2D skeletal animation allows for very smooth animations, and keep resource usage low compared to animations made of frames like Sprite objects. It's perfect for 2D games and can be used for animated characters, avatars, UI elements.
* Many thanks to @f0nar and @LousyMolars for their work on this new feature and associated game examples!
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Co-authored-by: Vladyslav Pohorielov <vpohorielov@playtika.com>
Co-authored-by: Gleb Volkov <glebusheg@gmail.com>
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
* This opens the path to multiple performance improvements (faster WebGL rendering, and then WebGPU rendering) as well as optimised resources loading in the future.
* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app).
* 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both.
* This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game.
* You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it.
* In the future, support for 3D objects will be improved: light objects, animations, etc...
* It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
* The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
- Updated PeerJS.
- Fixes for Safari.
- Improved typings.
- New default TURN server.
- Add a JavaScript API to get access to the raw connection.
This allows to send custom messages from JavaScript. This allows to use a binary protocol from JavaScript.
- Use Map instead of JavaScript objects in places where it makes sense (more performant and less error prone).
- Avoid making a redundant get for every connection on the map containing the connections.
Only show in developer changelog
This reduces the number of copied files (let esbuild build directly in the proper output folder).
Also avoid copying the source files after every change (avoiding ~3-4 seconds of copy).
Overall, a change in GDJS/Extensions results in 1-3 seconds of build, instead of almost 10 sometimes due to the large number of file copies.
Only show in developer changelog