12 Commits

Author SHA1 Message Date
D8H 5f260352ce Fix scene properties not usable via the variable action and condition (#8504) 2026-04-13 09:12:32 +02:00
D8H d08bf97471 Fix conflict between variable or property and parameter in variable setters (#7329)
- Don't show in changelog
2025-01-21 19:16:43 +01:00
D8H d6c99b27af Allow to use parameters and properties in the variable action and condition (#7124) 2025-01-15 23:28:18 +01:00
Florian Rival 8342873b6e Fix missing or wrong arguments in GDevelop.js tests (#7047)
* These were "silently succeeding" but would create issues when Emscipten is run with SAFE_HEAP=1.

Only show in developer changelog
2024-10-13 17:39:54 +02:00
Florian Rival 4f900c9451 Enable auto-completion for structure and array variables when writing an expression (#5960) 2023-11-28 11:30:26 +01:00
Florian Rival 4d8b39df95 Add more tests for new variable syntax
Don't show in changelog
2023-10-08 19:02:55 +02:00
Florian Rival e6970319b9 Fix usage of string properties and parameters using the new simplified syntax (#5737)
* Properties or parameters holding a string where wrongly interpreted as a number using the new syntax.
2023-10-08 17:41:34 +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 48b88b9d92 Add tests on loop events and boolean operator conditions (#5117)
* Show in developer logs only
2023-03-16 18:12:32 +01:00
Arthur Pacaud b1039c6146 Add support for asynchronous actions in extensions in the editor (#4819)
* By marking an action as asynchronous, the actions and sub-events following it will wait for it to end. This is similar to the "Wait X seconds" action.
* Don't forget to use the action *"End asynchronous function"* in the events to mark the end of the action. Otherwise, the action will never end.
2023-02-02 12:30:17 +01:00
Florian Rival 7597dbe0d1 Add (new) conditions and expressions to compare the number of instances picked or living on the scene (#3842)
* Add `PickedInstancesCount` and `SceneInstancesCount` expressions, to replace `Count`. These expressions don't do any "picking" of instances, so they are safe to use anywhere without "weird" side effects.
* Equivalent conditions are available for all objects. These conditions allow to check at any point in your events the number of instances living on the scene or picked by actions/conditions.
  * This is useful to check if enough objects are picked by a condition before launching an action. 
  * Because this condition does not change the already picked objects, it's safe to use anywhere without any side effect.

Only show the rest in the developer changelog:
* Allow to read events missing some fields (like `disabled`, `folded`).
* Reduce the useless information stored in project JSON files by not storing the fields if they have their default value.
2022-04-23 16:35:10 +02:00
Florian Rival b76df0247d Fix "Trigger Once" not working properly when used in a behavior
Don't show the rest in the changelog:

This was because the OnceTriggers were shared with the runtime scene. Now each behavior has its set of Once Triggers. This means that Once Triggers "survive" if the behavior is deactivated then activated again.

Added integration test for generated behavior

Fix #1843
2020-07-06 23:47:17 +02:00