- Extensions, behaviors and objects lists now follow the same layout
- Assets are suggested for most custom objects provided by extensions
- Also fix private objects not appearing in the list from within the
extension
* 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.
- Custom objects like the 3D particle emitter can be used as any other 3D object
- with the same set of actions and conditions thanks to the 3D capability
- in the scene editor, their Z position and 3D rotations can be changed
- Fix child creation in `doStepPostEvent` function
* 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.
* 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.
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files