Commit Graph

956 Commits

Author SHA1 Message Date
Davy Hélard 6206248ec6 Fix avoid to render too much pixels 2026-08-13 16:29:33 +02:00
Davy Hélard da2d53db9e Fix near and far planes 2026-08-12 16:05:33 +02:00
Davy Hélard 86e7e11317 Fix object dragging in the 3D editor 2026-08-12 16:05:32 +02:00
Davy Hélard 02ee8cd9f2 Use the same default light angle as the 2D editor 2026-08-12 16:05:32 +02:00
Davy Hélard ad26cdbda8 Update all addon sources 2026-08-12 16:05:31 +02:00
Davy Hélard 5d9747e0ea Upgrade to Three.js 0.185.1 2026-08-12 16:05:31 +02:00
Davy Hélard 17ff58398e Upgrade to Three.js 0.181.0 2026-08-12 16:05:30 +02:00
Davy Hélard d6c0ca59c4 Upgrade to Three.js 0.180.0 2026-08-12 16:05:30 +02:00
Davy Hélard 8d13c43166 Upgrade to Three.js 0.177.0 2026-08-12 16:05:29 +02:00
Davy Hélard ac1ba7f2c8 Upgrade to Three.js 0.176.0 2026-08-12 16:05:29 +02:00
Davy Hélard fda9c7a085 Upgrade to Three.js 0.175.0 2026-08-12 16:05:29 +02:00
Davy Hélard 180dde04b6 Upgrade to Three.js 0.174.0 2026-08-12 16:05:28 +02:00
Davy Hélard 175e0ac304 Upgrade to Three.js 0.169.0 2026-08-12 16:05:28 +02:00
Davy Hélard c83175e6d9 Upgrade to Three.js 0.168.0 2026-08-12 16:05:28 +02:00
Davy Hélard f147afdee3 Upgrade to Three.js 0.167.0 2026-08-12 16:05:27 +02:00
Davy Hélard c48bb1ca94 Add a 3D renderer world scale property 2026-08-12 16:05:27 +02:00
Davy Hélard 7556d5507c Upgrade to Three.js 0.165.0 2026-08-12 16:05:26 +02:00
Davy Hélard ca5b4cd5ee Upgrade to Three.js 0.164.0 2026-08-12 16:05:26 +02:00
Davy Hélard 7d0a45e90b Upgrade to Three.js 0.162.0 2026-08-12 16:05:26 +02:00
Davy Hélard ceb3ca45db Upgrade to Three.js 0.161.0 2026-08-12 16:05:25 +02:00
Davy Hélard 2a5010259a Build Three.js as UMD 2026-08-12 16:05:25 +02:00
Florian Rival 68cc6f432b Gameplay tests: wait through game-driven scene changes instead of throwing (#8950)
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)
- 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)
Don't show in changelog
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)
Don't show in changelog
2026-08-10 18:53:15 +02:00
Florian Rival d1b3797c20 Gameplay tests: fix the inverted camera-measured pitch (#8940)
Don't show in changelog
2026-08-09 17:36:34 +02:00
Florian Rival 8cdd1c6f03 Gameplay tests: fix the camera-measured yaw, expose the aim tolerance (#8939)
Don't show in changelog
2026-08-09 16:54:35 +02:00
Florian Rival 2ba33068e9 Gameplay tests: bound the rendering duty cycle, not just the interval (#8937)
Don't show in changelog
2026-08-09 15:42:42 +02:00
Florian Rival 4cc37b43a2 Various improvements for gameplay tests (#8936)
Don't show in changelog
2026-08-09 14:29:11 +02:00
Claude ba74a65a75 Wait for the game to be fully booted before running a gameplay test
Don't show in changelog
2026-08-08 23:56:07 +02:00
Florian Rival 44ba8a04ce Add experimental gameplay tests (#8926)
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)
+ 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
Florian Rival 2d9d8c3a41 Fix scene variables "persistentUuid" field in JSON being regenerated or deleted on save (#8837)
Only show in developer changelog
2026-07-15 14:59:16 +02:00
Florian Rival bc1776c59e Build Three.js as a classic global-script bundle in SharedLibs/ThreeAddons (#8804)
Only show in developer changelog
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)
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)
- 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
Gleb Volkov f6872bd7a1 Migrate Spine extension to @esotericsoftware/spine-pixi-v7 (#8595)
- 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
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)
- 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)
Only show in developer changelog
2026-05-14 10:21:47 +02:00
D8H 0b3f8e7205 Improve types for TypeScript 6 (#8591)
Only show in developer changelog
2026-05-13 12:07:46 +02:00
D8H 1c17c895bb Allow custom objects to move layer cameras (#8572)
- 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 18cd4f9110 Add expressions to access the components of forward/up/right vectors of 3D objects (#8558)
- 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)
- 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 1fc3e48caf Revert new basis expressions
Don't show in changelog
2026-04-30 18:20:55 +02:00
Florian Rival b697245ea6 Fix wrong usage of THREE crash
Don't show in changelog
2026-04-30 18:10:08 +02:00