GDevelop now refreshes resources (images, videos, 3D models, fonts, etc.) when a change is detected on the filesystem so that you can immediately see the changes.
This allows to efficiently use GDevelop alongside other tools (Tiled or LDtk for instance).
Notes:
- This logically only affects the desktop version for projects saved on the filesystem;
- You can deactivate it in the preferences.
* This opens the path to multiple performance improvements (faster WebGL rendering, and then WebGPU rendering) as well as optimised resources loading in the future.
* 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.
* Projects that use actions and conditions of the wrong object should still work. To fix the red underling of object names, actions for the right object can now be selected.
* Also allow atlas images to be bigger than expected as some artists extend them to add their names. The error was aiming to help to understand that rescaled atlas will not work without changing the tiles size, but artifacts can actually help figuring this out.
* `StrReplaceOne` can be used to replace one occurrence of a "pattern" in a text by another.
* `StrReplaceAll` can be used to replace all occurrences of a "pattern" in a text by another.
* Files saved from LDtk or from Tiled (using the .tmj format) can be now selected directly when choosing a Tilemap to be displayed by a Tilemap object.
* Tilemaps made with [LDtk](https://ldtk.io/), a modern 2D level editor, can be now used directly. Make sure to save your map made in LDtk as a JSON file, create a new Tilemap object in GDevelop and in the Tilemap field, choose the LDtk file.
* Tilesets used by the LDtk Tilemap are automatically imported in your game - you don't need to import them separately.
* For more information, read about the [Tilemap object on the wiki](https://wiki.gdevelop.io/gdevelop5/objects/tilemap).
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
* Fix an uncatched exceptions when a tile map resource is not set.
* Show place-holders for tile map with invalid resources in the instances editor.
* Give a better default name to tile map collision mask objects.
* Add a border around the tile map collision mask objects in the instance editor.
* It makes the same boxes as the tilemaps collision mask object to ease positioning.
* If the extra margin is not intended the right size can be set with Tiled.
* The collision mask is read from the tile maps exported by Tiled 1.9+.
* Several collision masks can be used for instance to have platforms and ladders.
* Take a look to the wiki for more details https://wiki.gdevelop.io/gdevelop5/objects/tilemap