Commit Graph

45 Commits

Author SHA1 Message Date
Florian Rival 43f5bd1c0e Allow to edit object properties, behaviors, variables and effects directly from the properties panel (#6898)
* 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.
2024-09-27 10:56:39 +02:00
D8H ed3acd5f0d Layout custom objects children according to their anchors in the editor (#6939) 2024-09-17 12:43:16 +02:00
Florian Rival 762f7ca19c Avoid unnecessary recompilation of many C++ files at each build
Only show in developer changelog
2024-09-09 13:39:34 +02:00
Florian Rival 57371c3759 Add "Quick Customization" in the Get Started page (#6856)
* Choose a starter game and quickly replace objects and tweak their behaviors. The game is then automatically published so it can be shared: this is perfect for new users to get a taste of how a game works and make their own remix of a game before going further.
2024-08-18 18:04:53 +02:00
Vladyslav Pohorielov 6e7fc75e75 Fix GDevelop project files so they are versioned with the same version as the editor (#6859)
Only show in developer changelog
2024-08-14 21:10:11 +02:00
D8H b7a5122b07 Add a variable editor for object groups (#6781) 2024-07-25 17:21:05 +02:00
Florian Rival a51c223c9c Add experimental, work-in-progress visual editor for custom objects (aka "prefabs"/"templates") (#6699)
* Still to do: 
  * Properly handle effects (disable 3D effects) for layers
  * Handle hot reloading properly
  * Avoid duplicating the configuration of the custom object inside each object created from it. Instead, only store the modified values.
  * Add a "Extract as a custom object ("prefab")" when selecting instances in a scene.
  * Add a dialog to give choice between 2D or 3D object when creating one.
  * Make sure "behavior shared data" are properly handled (physics, pathfinding...)
  * Check if we need to give an expression to translate coordinates from the parent to the local custom object.
  * Ensure a deleted custom object does not break the editor

Co-authored-by: Davy Hélard <davy.helard@gmail.com>
2024-07-11 11:27:34 +02:00
D8H ff9c6e5cf3 Display missing objects in the diagnostic report (#6608) 2024-06-03 10:48:45 +02:00
D8H 75bfa5cb45 Unify variable instructions and handle local variables (#6459)
- Global or scene variables can be used with a unique action and condition.
- Object variables can be used with a unique action and condition.
- Variables need to be declared following the same logic as the new expression syntax.
- Local variable can be declared on events
- Extensions have their own variables
- Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors.
  - This is especially useful if external events are shared between several scenes.
2024-05-20 23:14:07 +02:00
Arthur Pacaud (arthuro555) 31ef3fec58 Add TypeScript type checking to JsExtension.js files (#6321) 2024-03-09 17:22:12 +01:00
Clément Pasteau a377467031 Revert "Type JsExtensions files with typescript" (#6220)
Don't show in changelog
2024-01-18 16:01:28 +01:00
Arthur Pacaud (arthuro555) ad18eab4ae Type JsExtension.js files with TypeScript (#6200)
* Also improve typing of the C++ Core classes in TypeScript.

Only show in developer changelog
2024-01-18 09:53:24 +01:00
Vladyslav Pohorielov d0005ba2cb Add support for Spine objects (2D skeletal animation) (#5927)
* This allows to use animatable 2D objects created with Spine (purchase a licence on [their website](https://esotericsoftware.com/) if you're interested).
* 2D skeletal animation allows for very smooth animations, and keep resource usage low compared to animations made of frames like Sprite objects. It's perfect for 2D games and can be used for animated characters, avatars, UI elements.
* Many thanks to @f0nar and @LousyMolars for their work on this new feature and associated game examples!

---------

Co-authored-by: Vladyslav Pohorielov <vpohorielov@playtika.com>
Co-authored-by: Gleb Volkov <glebusheg@gmail.com>
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
2024-01-17 18:19:08 +01:00
D8H 9b4151f64c Add a button to export all the objetcs of a scene to submit them to the asset store (#4848)
* The dialog can be reached from the hidden drop-down menu of "Scene objects".
2024-01-05 11:09:27 +01:00
Arthur Pacaud (arthuro555) 4f04190614 Add automatic generation of TypeScript types for Core (in addition to existing Flow types) (#5429)
Only show in developer changelog
2023-12-05 18:47:20 +01:00
Florian Rival 8944df1831 Add support for writing parameter names directly in expressions (#5676) 2023-09-22 22:41:13 +02:00
Florian Rival a0925c79c3 Add a new simplified way to use variables in expressions, and automate renaming of variables in events (#5580)
* You can now simply write the name of the scene or global variable in an expression to use it: `1 + MyVariable` (instead of `1 + Variable(MyVariable)`).
* Objects can also have their variables accessed like this: `MyObject.MyVariable` (instead of `MyObject.Variable(MyVariable)`.
* This also works for properties inside functions of behaviors or custom objects. For example, you can write `Speed` instead of `Object.Behavior::PropertySpeed()`.
* This syntax will also handle all types of variables without the need to write ToString. For example, you can now write "Score: " + CoinsEarned instead of "Score: " + ToString(Variable(CoinsEarned)).
* This syntax will only work (and autocompletions will be shown) if you add the variable in the variables editor of the scene, the project or in the variables of the object. It's a good practice to always declare your variables here and give them a default value - do it to benefit from this new simplified syntax, which will make your formulas and expressions much more readable.
* When you rename a variable in an editor, it will now rename the variables everywhere in the events of the project. This makes it much easier to change the name of a variable if you find a better one. Note that this works for "rootæ variables, but not variables inside structures or arrays.
2023-09-21 18:56:12 +02:00
D8H 18e8020bf5 Simplify the list of actions/conditions by removing duplicated actions/conditions that are common between objects (#5494)
* 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.
2023-08-25 11:11:55 +02:00
D8H 2d613e7281 Autocomplete behavior functions on object in expressions (#5534)
* Use behavior icons in expression autocompletion.
* Fix icon colors in expression autocompletion.
2023-08-03 10:59:48 +02:00
D8H 318099504c Handle 3D models in the asset store (#5427) 2023-06-21 14:46:34 +02:00
D8H 20c3d62c90 Add the support for animations on 3D models (#5302)
- Breaking change: fix 3D models that were mirrored on Y axis.
  - In case some models look upside-down, they can be fixed by adding 180° to the "Rotation around Y axis" property.
- Handle custom origin and center.
2023-06-13 12:42:46 +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
Baptiste Augrain 2a38be827c Add support for Tileset resources with .tsj extension (#4737) 2022-12-23 23:09:16 +01:00
Baptiste Augrain 77320ce12e Add support for LDtk Tilemaps (#4575)
* 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>
2022-12-22 18:44:27 +01:00
D8H fd03deb4ea Allow event extensions to define conditions and actions with an operator (#3909) 2022-10-29 23:20:10 +02:00
D8H 80cb6d697c Handle custom objects at runtime (#4294)
* Don't show in changelog
2022-10-18 13:36:48 +02:00
D8H b8e9bc801a Add a properties editor for custom objects (#4227)
* Don't show in changelogs
2022-09-02 14:13:41 +02:00
D8H aed4b76a3f Refactor behavior configuration model (#4217)
* Merge BehaviorContent into Behavior and add CustomBehavior
* Don't show in changelogs
2022-08-29 09:21:21 +02:00
D8H 7893b892a3 Add an events-based object editor prototype (#4208)
* don't show in change logs
2022-08-22 14:05:58 +02:00
D8H 91a02d132f Remove the dependency to SFML (#3865)
* This allows to run Core tests more easily.
2022-05-13 13:27:41 +02:00
AlexandreS 46a12e6758 When browsing search results in event sheet, start from currently selected event 2022-02-11 09:22:13 +01:00
Florian Rival 1a27f689e0 Remove deprecated/unused/unmaintained GDCpp code (#2930)
* This also includes extensions code.

Only show in developer changelog
2021-08-17 14:34:58 +02:00
D8H 4f9154549b Add autocompletion in expressions for scene names, layer names and parameters with choices (#2702) 2021-06-05 14:27:28 +01:00
Harsimran Singh Virk afbb316bd2 Refactor gd::Layer to use a gd::EffectsContainer (#2645)
Only show in developer changelog
2021-05-22 00:22:58 +01:00
Florian Rival b34fad7950 Build the Core with WebAssembly even in production
* This should speed up CPU intensive operations (saving/loading).
* WebAssembly is now supported by all modern browsers, including on iOS and Android.

Only show in developer changelog
2021-03-13 23:50:23 +00:00
Florian Rival a996c5413f Improve speed of auto-save/save/load of projects
This makes autosave 70% faster, saving a project 30% faster, preview slighlty faster.

- Switch to RapidJSON for serialization inside the Core.
- Avoid extra pair of JSON.parse/JSON.stringify for autosaves
- Fix float used instead of double in the SerializerElement/Value JS bindings
2021-03-13 21:34:53 +00:00
Arthur Pacaud 4ec14ed498 Add Array and Boolean variables (#2137)
* In the list of variables (of the scene, of an object or global variables), you can now specify the type of the variable: number, text, boolean, array or structure.
* Boolean variables can be "true" or "false. They can have their values checked with conditions, and updated with actions. They are a good way to store information about if something is enabled or not (is an item equipped, is something selected, etc...).
* Array variables can contain multiple values, indexed by a number. New values, including any kind of variables, can be appended to an array during the game. Arrays can also have a value removed, and using the event "For each child variable", you can run conditions and actions for each value that is present in the array.
* Boolean and arrays are also supported when you transform a variable from or to the JSON format - which is ideal to send web requests, read configuration files or store any kind of arbitrary data.
* Finally, note that array values can themselves be arrays, structures or any variable. This can be useful to construct advanced logic. You can also access arrays (as well as any variable) from JavaScript code block events.
2021-03-07 21:53:12 +00:00
Aurélien Vivet eb7122584b Add menu item to move up and down parameters of functions and behavior methods (#1340) 2021-01-18 22:59:59 +00:00
Arthur Pacaud c5fe498a1f Add a for each structure event (#2113)
* Add a for each structure event

* Apply review instructions to newIDE

* Fix naming in code generator

* Rename ForEachStructure

--> ForEachChildVariable

* Rename Structure and Variable

--> IterableVariableName and IteratorVariableName

* Delete old file

* Fix flow typing

* Remove unecessary includes

* Add key iterator, make iterators optional

* Clean up ForEachChildVariableEvent.js

* Add method on gdjs.Variable to replace children

* Add word warp to the event label
2020-11-29 18:50:07 +00:00
Florian Rival 8954df947d Fix inheritance typing of events
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival 8c6b9ef044 Add a basic Asset Store for the web-app 2020-10-14 23:36:21 +01:00
Florian Rival 9d015b9cd1 Add Flow static typing to JsExtension.js files 2020-06-20 16:57:21 +01:00
Florian Rival 51d306f98f Fix GDevelop.js types generation on Windows
Don't show in changelog
2020-06-14 20:14:52 +01:00
Florian Rival 2ca593ba2b Add automatically generated types for GDevelop.js (#1800)
Don't show in changelog
2020-06-09 22:02:18 +01:00
Florian Rival 6a3af0d57a Fix importing of GDevelop.js to newIDE
Was failing when newIDE was not installed.
Don't show in changelog.
2020-05-18 09:41:23 +02:00