Florian Rival
4577bfba5a
Improve gameplay tests ( #9120 )
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- The warning about a custom object with no child in it ("it renders
nothing") fired on ParticleEmitter3D, Light3D or Text3D objects, which
are drawn by the JavaScript code of their extension (with Three.js) and
legitimately have no child. Skip it when the code replaced the renderer
of the object, or added something to draw (a mesh, a sprite, a
graphics...) in the stock renderer's container.
- The game-side wall-clock watchdog did not exclude the time the page
spent hidden (frozen by the browser), unlike the guards of the stepping
loop: a test run in a background tab or a covered window was reported as
a plain "timeout" instead of being given up on as paused by the editor.
Exclude it, and tell about that time in the timeout message.
- Reject a non-string object name with a clear error instead of asking
the scene for "[object Object]" (which registered a phantom object list
and silently found nothing), the mistake `lookTowardWithMouseDelta`
invites when the target is passed first.
2026-09-18 15:30:47 +02:00
Clément Pasteau
79527b2df5
Automatically opt out of ipad multitasking to allow publishing to App Store ( #9119 )
2026-09-18 13:32:54 +02:00
Florian Rival
be887e51c3
Allow the agents to read/create/modify extensions (custom functions/objects/behaviors) ( #9094 )
2026-09-18 11:44:08 +02:00
Clément Pasteau
876821ff1e
FIx nested variables being displayed as null in debugger ( #9116 )
2026-09-17 16:43:33 +02:00
Clément Pasteau
cc498656b3
Prevent locked instances from being deleted in 3D editor ( #9109 )
2026-09-16 10:21:31 +02:00
Clément Pasteau
34d6645d85
New action to Tween camera Z position ( #9093 )
2026-09-14 18:27:01 +02:00
Clément Pasteau
72ac9b7de4
Ensure special characters are correctly encoded/decoded for resources. ( #9099 )
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* plus improve audio loading error messages
2026-09-14 17:04:41 +02:00
D8H
055e296785
Add a button for custom objects to generate actions/conditions/expressions that "forward" the ones of a child object ( #9036 )
2026-09-07 14:20:49 +02:00
Clément Pasteau
efd8613269
Fix corrupted rendering on some Android devices when using 3D brightness/contrast or hue/saturation effects ( #9053 )
2026-09-04 09:29:19 +02:00
Clément Pasteau
d5980d55ff
3D objects are now snapped to the grid while resizing in 3D Editor ( #9049 )
2026-09-02 17:40:15 +02:00
Clément Pasteau
1b213a390a
Fix orientation of mobile apps at build time (notably on iPad) ( #9050 )
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- Also bump iOS deployment target to the latest version required by Apple
2026-09-02 16:09:09 +02:00
Florian Rival
ef1999e476
Keep the editor working when it is not looked at (useful for agent, gameplay tests) ( #9038 )
2026-09-01 00:54:33 +02:00
Aurélien Vivet
60d0aba874
Remove white sliders from 3D selection gizmo ( #9032 )
2026-08-29 11:58:24 +02:00
Aurélien Vivet
92bc4f927d
Allow resizing the gameplay test frame ( #9013 )
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This only zooms/unzoom the display of the game. Use `setGameResolutionSize` in the test if you want to try different sizes for the game.
2026-08-27 18:47:37 +02:00
Florian Rival
202afa36d2
Add more stats to the profiler (notably shader related) for performance tracking ( #8998 )
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- And redesign the profiler output so it's easier to read, with cards with important numbers + visual display of the importance of each row.
2026-08-23 13:06:09 +02:00
Florian Rival
e5a6fbdee1
Fix loading of GLB with Draco compression on the web-app ( #8996 )
2026-08-22 16:13:29 +02:00
github-actions[bot]
34c12bbcc8
[Auto PR] Update translations ( #8954 )
2026-08-19 17:18:38 +02:00
D8H
e09b29c611
Navmesh characters speed is now used for physics collision ( #8978 )
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- This results in better handling of objects moved by Navmesh pathfinding
2026-08-18 19:09:46 +02:00
D8H
ab650fd68e
Fix extension action and condition folders ( #8958 )
2026-08-18 14:48:00 +02:00
D8H
d533b31c59
Fix the multiplication and subtraction operators for properties ( #8971 )
2026-08-18 12:22:56 +02:00
Florian Rival
68cc6f432b
Gameplay tests: wait through game-driven scene changes instead of throwing ( #8950 )
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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 )
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- 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 )
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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 )
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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 )
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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 )
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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 )
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Don't show in changelog
2026-08-09 15:42:42 +02:00
Florian Rival
4cc37b43a2
Various improvements for gameplay tests ( #8936 )
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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
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Don't show in changelog
2026-08-08 23:56:07 +02:00
Florian Rival
44ba8a04ce
Add experimental gameplay tests ( #8926 )
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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 )
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+ 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
Clément Pasteau
eb7d890a75
Improve panel sprite performance when not smoothed ( #8901 )
2026-07-28 14:49:26 +02:00
D8H
8dd5da42d8
Add test projects for the documentation ( #8889 )
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Only show in developer changelog
2026-07-25 19:28:40 +02:00
D8H
561c43464e
Allow to edit external tile maps at runtime ( #8830 )
2026-07-23 10:00:16 +02:00
Florian Rival
2d9d8c3a41
Fix scene variables "persistentUuid" field in JSON being regenerated or deleted on save ( #8837 )
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Only show in developer changelog
2026-07-15 14:59:16 +02:00
Clément Pasteau
97eccf98c3
Reduce possible crashes in the event sheet when undoing/redoing ( #8820 )
2026-07-09 08:53:29 +02:00
Florian Rival
bc1776c59e
Build Three.js as a classic global-script bundle in SharedLibs/ThreeAddons ( #8804 )
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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 )
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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 )
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- 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
Clément Pasteau
b584df4ce8
Fix Spine upgrade wrongly breaking require calls ( #8730 )
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Only show in developer changelog
2026-06-17 11:26:18 +02:00
Gleb Volkov
f6872bd7a1
Migrate Spine extension to @esotericsoftware/spine-pixi-v7 ( #8595 )
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- Replace the third-party `[email protected] ` with the official Esoteric Software runtime for PixiJS v7 (`@esotericsoftware/[email protected] `).
- 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
Clément Pasteau
663edf81ec
Improve a lot the time to launch previews (and other operations like modifying groups/renaming objects) when using very long expressions ( #8662 )
2026-06-01 14:40:33 +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 )
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- 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 )
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Only show in developer changelog
2026-05-14 10:21:47 +02:00
D8H
0b3f8e7205
Improve types for TypeScript 6 ( #8591 )
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Only show in developer changelog
2026-05-13 12:07:46 +02:00
D8H
1c17c895bb
Allow custom objects to move layer cameras ( #8572 )
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- 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