* This brings various upgrades and performance improvement to the internal rendering engine used by games, both in the editor and in exported games.
* This also paves the way for adding new objects like Bitmap Text, Mesh or dynamic lights in the future.
* Huge thanks to @Quarkstar for working on this task and making most of the necessary upgrades .
* Thanks @Bouh for helping fixing/upgrading the Shape Painter object and @Silver-Streak as well as testers from the forum
Don't show the rest in changelog:
* Add a test game with all effects that can be used, to quickly verify they are working.
Co-authored-by: Quarkstar <quarkstar9@gmail.com>
Co-authored-by: Aurélien Vivet <bouh.vivez@gmail.com>
Don't show the rest in changelog:
* More generally, fix resources exposed by any object declared in JavaScript
* Refactored GetProperties (and UpdateProperty) across behavior/object/behavior shared data to remove the dependency on gd::Project.
* Rename onOwnerRemovedFromScene to onDestroy (because it can be now called when a scene is destroyed)
* Fix it being not called when a scene is destroyed (so behavior don't get a chance to clean up what they have created)
* Fix onCreated being called before the object is fully initialized (for custom behaviors or behaviors relying on an object type)
* "Bug" is fixed by ignoring edges when doing collision tests for
the platform engine.
* Also add an option to round coordinates and ensure pixel-perfect
alignement of characters on platforms (on by default)
* Also add an optional parameter to ignore edges when
doing a collision test (or when separating objects)
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files
Now each file is readed only once, multiple instances will share static data as default values and animation keys.
Also converted all tabs into spaces :)