- 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.
* 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.
- Variants allows to restyle custom objects
- They can be customized with the graphical editor
- The asset store will progressively use them notably for UI elements (buttons, sliders)
* 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.
* Simplify the number of objects suggested for replacing
* Simplify the number of behavior properties suggested for tweaking
* New section to update the in-game title
* Simplify publication at the end of the flow
- Global or scene variables can be used with a unique action and condition.
- Object variables can be used with a unique action and condition.
- Variables need to be declared following the same logic as the new expression syntax.
- Local variable can be declared on events
- Extensions have their own variables
- Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors.
- This is especially useful if external events are shared between several scenes.
You can now create folders as a means to organize your objects when editing a scene or an external layout.
Thanks to @Silver-Streak, Matt Pin, @arthuro555, SnailMail, @TheGemDev, Peeble, Rasterisko for all the help designing and testing the feature.
Note that object tags have been dropped in this version since they were not practical to use thus not widespread used.
* 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.
* 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.
Avoid having getters in the gd::Platform or the gd::Project, as they should not be responsible for this.
Instead, use gd::MetadataProvider to fetch the BehaviorMetadata.
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This is a good example of why custom assignment ctor/copy operator should be avoided. In the case of gd::Object, it would have been better to encapsulate the behaviors in a "gd::BehaviorContentContainer", that would have custom assignement ctor/copy operator, so that we could then avoid specifying those for gd::Object.
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* More generally, fix resources exposed by any object declared in JavaScript
* Refactored GetProperties (and UpdateProperty) across behavior/object/behavior shared data to remove the dependency on gd::Project.
* 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