Commit Graph

252 Commits

Author SHA1 Message Date
D8H 5abc74b66b Remove only (#5946)
Don't show in changelog
2023-11-23 19:05:08 +01:00
D8H 1f852648ef Make games launch faster by loading resources in the background (#5572)
* Only the first scene and global objects resources (images, sounds, 3D models etc...) will be downloaded during launch of the game. This usually allows for a very fast loading time.
* Other scenes resources will continue to load in the background. It has no impact on the game performance as this is done on other threads by the browser or the engine running the game.
* Scenes are loaded in the order they are listed in the project manager.
* You can also use actions and expressions to prioritize a scene (if it's known that a level will be needed soon for example) or read the current loading progress. This allows to create lightweight scenes that can act as custom loading screens. Otherwise, the launch loading screen will be shown if a scene is still loading when launched.
* Read more about this on https://wiki.gdevelop.io/gdevelop5/all-features/resources-loading/.
2023-11-22 22:51:24 +01:00
D8H 9a42ae11ad Tween extension rework (#5710)
Fix bugs and change implementation for a better maintainability.
2023-10-19 11:24:32 +02:00
D8H 25c72a6d1f Optimize evaluation of several forces on 1 object (#5789) 2023-10-17 17:09:27 +02:00
D8H 95a9e37aba Add animation time control for sprites and 3D models (#5777) 2023-10-17 10:02:49 +02:00
D8H ec6f669d94 Add HSL adjustment, motion blur and shockwave effects (#5760) 2023-10-12 10:49:29 +02:00
Florian Rival 913e367f6f Allow to properly use variables/properties/parameters in brackets to access a structure variable (#5738)
* This means expressions like `MyStructure[SomeIndexVariable]` will work properly for a structure if `SomeIndexVariable` is a string variable. Gdevelop now properly uses the type of the variable/property/parameter (to avoid considering what's inside the brackets as a number if it's a string). Remember to declare your variables in the variables editor so that you can use them in expressions.
2023-10-09 18:21:49 +02:00
D8H 3a241d03f1 Allow sprite animations to play backward with a negative speed scale (#5662) 2023-09-18 09:24:51 +02:00
D8H 255ef1d8ef Add an antialising setting for 3D (#5381) 2023-06-08 09:57:34 +02:00
AlexandreS cf374737fc Add support for built-in 3D games (#5285)
* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app).
* 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both.
* This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game.
* You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it.
* In the future, support for 3D objects will be improved: light objects, animations, etc...
2023-05-16 17:37:49 +02:00
D8H 94045aec91 Fix typo in comments and message strings (thanks @st-Wook!) (#5262)
Co-authored-by: supertree-wook <phk09242@supertree.co>
2023-04-28 11:58:51 +02:00
supertree-wook 21a87daf64 Clean markdown files and fix typos (#5248)
Only show in develop changelog
2023-04-20 16:22:46 +02:00
D8H 4caef9c7e6 Add an special object parameter to handle object creation in extensions (#5239)
* It allows extension users to apply actions to the created objects.
2023-04-18 09:55:19 +02:00
D8H e52faae332 Test the create action picking (#5178)
* Useful for dev only
2023-03-31 13:27:34 +02:00
D8H 257ba78486 Allow event-based objects to define a rotation center point (#4910)
* It will allow sliders to work vertically.
2023-02-20 11:55:53 +01:00
Clément Pasteau 9120a52a08 Rename Liluo.io to gd.games (#4954) 2023-02-14 17:42:46 +01:00
AlexandreS e4f44f7899 Add possibility to display GDevelop watermark that opens Liluo creator page on click/touch (#4811) 2023-01-24 18:26:39 +01:00
AlexandreS 8d13285c97 Fix GDJS tests (#4845)
Don't show in changelog
2023-01-19 09:36:21 +01:00
D8H 4f4b2b7901 Replace touch conditions to also handle the mouse (#4785)
* Add expressions to get the mouse cursor position without touches moving it.
2023-01-17 15:27:58 +01:00
AlexandreS b9e932d0de Fix flaky animation frame setting action (#4835) 2023-01-17 14:04:11 +01:00
Florian Rival 3213985a81 Add two expressions to replace one or all occurrences of a text in another (#4809)
* `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.
2023-01-10 12:39:59 +01:00
D8H bf19ec5a68 [PathFinding] Improve pathfinding with a property to smooth the path. (#4515) 2022-11-10 11:40:07 +01:00
D8H be675fc5e6 [Platformer] Make tests with events side effects more realistic (#4518)
* Don't show in changelog
2022-11-08 12:41:48 +01:00
Clément Pasteau 473b16bbc1 Introduce no-unused-vars ts rule for GDJS & Extensions (#4469)
Do not show in changelog
2022-10-31 14:52:03 +01:00
D8H 9fedf124db Allow assets to declare extension dependencies without behaviors (#4354) 2022-10-22 14:40:47 +02:00
D8H 80cb6d697c Handle custom objects at runtime (#4294)
* Don't show in changelog
2022-10-18 13:36:48 +02:00
AlexandreS 1b8510655e Revert "Add expression and condition to get highest z order of a layer (#4346)" (#4359)
Don't show in changelog
2022-10-06 10:34:41 +02:00
AlexandreS 79d6281061 Add expression and condition to get highest z order of a layer (#4346) 2022-10-04 14:31:49 +02:00
D8H d929fd6e48 Add a test on sprite hit-boxes after a camera displacement (#4349)
* Don't show in changelog
2022-10-03 14:17:01 +02:00
Clément Pasteau 90bebcb404 Create GDevelop Authentication extension
* This is an experimental extension!
* It allows you to provide a login/register form to your players, with 1 action
* It connects the player automatically when they launch your game again
* It also provides a new action to submit a leaderboard entry without having to enter a username
* This is the beginning of Player Authentication and more features will come allowing creators to interact with their players
2022-09-23 10:44:58 +02:00
D8H f373e3b8d1 Fix the export of game using Box2d WASM library (#4195)
Don't show in changelog
2022-08-11 15:42:47 +02:00
Florian Rival 21b525ab98 Fix raycast condition not working properly on objects with multiple hitboxes (#4186) 2022-08-09 11:21:57 +02:00
D8H cfa538ec3d Fix the collision mask of rotated tiles that were sometimes misplaced (#4181) 2022-08-05 18:10:06 +02:00
D8H 1d77f2da23 Replace the Box2D library with a WebAssembly one (#4153)
* It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
* The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
2022-08-04 18:11:00 +02:00
D8H f871b64011 [TileMap] Collision mask object (#3313)
* 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
2022-07-13 15:12:12 +02:00
AlexandreS 3c44602486 Fix Physics2 behaviors (#4074)
* Make it possible to activate and reactivate physics 2 behaviour
* Fix behaviour for objects modified or destroyed during events life cycle
* Make Physics2 Collision condition valid in any step of behaviour life cycles
2022-07-12 14:46:49 +02:00
AlexandreS 8f97a5ba69 Fix: Detect Physics2 contacts between objects that happen between frames 2022-06-16 10:12:15 +02:00
Fannie Yan 437edd1fe7 Make anchor behavior more intuitive (#3892)
* Anchor an edge of an object to set its distance from the window edges. Single anchor will not stretch the object anymore; you will need to set anchors to object's opposite edges for this effect.
* Add a button to switch between legacy and new behavior.
2022-05-13 10:50:40 +02:00
Florian Rival 7cdc92c776 Introduce the "Wait X seconds" action (#3852)
* This action allow to wait for a few seconds before continuing to run the next actions and sub-events.
* It is perfect to create cut scenes, advanced logic or just run things progressively without relying on timers. In a lot of cases, it's simpler and faster to use this new action.
* The action remember the picked objects: it works like an usual event, but run the actions (and sub-events) a bit later in time. While the action wait, other events continue to run as usual.
* Thanks to @arthuro555 for the ground work and follow up on this new feature.

Only show the rest in developer changelog:

* Add support for asynchronous actions (including for objects).
* Add exhaustive test cases for asynchronous actions. 

Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
2022-05-02 19:44:15 +02:00
Florian Rival 7597dbe0d1 Add (new) conditions and expressions to compare the number of instances picked or living on the scene (#3842)
* Add `PickedInstancesCount` and `SceneInstancesCount` expressions, to replace `Count`. These expressions don't do any "picking" of instances, so they are safe to use anywhere without "weird" side effects.
* Equivalent conditions are available for all objects. These conditions allow to check at any point in your events the number of instances living on the scene or picked by actions/conditions.
  * This is useful to check if enough objects are picked by a condition before launching an action. 
  * Because this condition does not change the already picked objects, it's safe to use anywhere without any side effect.

Only show the rest in the developer changelog:
* Allow to read events missing some fields (like `disabled`, `folded`).
* Reduce the useless information stored in project JSON files by not storing the fields if they have their default value.
2022-04-23 16:35:10 +02:00
AlexandreS a7cd53b921 Add built-in leaderboard feature (actions, conditions, administration) (#3759) 2022-04-14 10:25:48 +02:00
D8H 01a25400ff New touch event functions that allow to get them several times (#3820)
* It allows extensions to handle touch events without conflicting with the scene event sheets.
* Existing touch functions continue to work and can be used alongside new ones without any issue.
2022-04-13 12:00:33 +02:00
D8H 02fce4132a Add a condition to check if the mouse is inside the window. (#3787) 2022-04-01 12:01:53 +02:00
Florian Rival dbe0343c67 Fix extensions scene lifecycle events launched more than once after a hot reloading (#3742) 2022-03-10 12:42:09 +00:00
Fannie Yan fd193e89fc Add possibility to use custom collision masks for draggable behavior (#3738)
* Added a toggle in draggable behavior parameters so that users can chose to use custom collision mask or not
2022-03-09 13:39:57 +01:00
Florian Rival 7496093e63 Fix text input not properly removed when a scene stops or is paused (#3689)
Don't show in changelog
2022-02-24 16:13:08 +00:00
Florian Rival 71e3b65134 Add a new "Text input" object (#3508)
* 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.
2022-02-13 15:18:31 +01:00
Florian Rival 2c4fa1d1c2 Switch the game engine documentation to TypeDoc (#3593)
* This adds link between types, a more readable rendering, a better search and, more generally, makes the [game engine documentation](https://docs.gdevelop-app.com/GDJS%20Runtime%20Documentation/index.html) much easier to browse.
2022-02-03 13:58:44 +01:00
Florian Rival ce986fe1d3 Add a test game for shape painter transformations
Don't show in changelog
2021-12-28 10:11:46 +01:00
D8H fc6082c35b Add support for rotating, scaling and flipping a Shape Painter object (#3402)
* A custom center point can be set (and will be at the center of the drawing if not specified).
* The collision mask is now a rectangle surrounding what is drawn on screen. 
* If this changes something in your game, or you want another collision mask, you can use the action to set a custom rectangle as the collision mask of the object.
2021-12-26 22:13:51 +00:00