* 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
* This allows playing around with instances directly on the canvas instead of relying on the actions to flip or change opacity and needing to start a preview
* An object changing layer during the game is now properly moved to the layer on the other players games
* Video object can be synced as well
* Pathfinding behavior is now properly synced, allowing a smooth prediction on other players games
* Spine object is now synced as well
* 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.
* Buttons
* Toggles, Switches and Sliders
* Multitouch Joysticks
* Health and loading bars
* (Those objects were previously available through the asset store and are now visible when creating an object from scratch)
* 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>
* This allows to generate interesting visual effects, which can be controlled by events. For example, you can use an outline on an object to highlight, make the player glow when launching a spell, blur objects, etc...
* A new "effects" tab is now present in the objects editor. From there, you can add visual effects, that were already available for layers, customize them from this editor.
* Actions and conditions are available to manipulate effects and change their parameters during the game.
* Learn more on the wiki: http://wiki.compilgames.net/doku.php/gdevelop5/objects/effects
Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
* This allows to display texts on screen that use a "bitmap font", generated with softwares like [BMFont](https://www.angelcode.com/products/bmfont/) or [bmGlyph](http://www.bmglyph.com/).
* Bitmap fonts allow advanced effects and custom design of each character, with complete control over the appearance of the text. This is useful for making a custom score counter, titles, button labels...
* They also render very well in a pixel-perfect, pixel-art or retro-like game.
* Finally, these Bitmap Texts are fast and efficient to render on screen: useful for scores or texts that are updated frequently.
* This includes BBText, Text, Tilemap, Tiled Sprite, Panel Sprite and the Video objects.
* Also add support for tweening the scale of a Panel Sprite object.