* Allow to set the position of the window, minimize/maxizime it, resize it,
* Allow to enter a fullscreen and "Kiosk mode" (where the user can't disable the fullscreen),
* Allow to set the window opacity, enable/disable shadow (according to the OS) and use other advanced features.
* The result from the request is stored in the specified variable (and any error in a second variable)
* This avoids blocking the game execution while the request is being made, and allow multiple requests to be made at the same time.
* This adds a **Light** object that can be added on the scene, with a customizable color and radius.
* Add the **Light Obstacle** behavior to the object that must acts as obstacle (walls, etc...) to the lights.
* You can customize the ambient color of the rest of the scene from almost white (useful to show light shadows) to entirely black (useful for horror/exploration games) or any color.
* Use effects on the "Lighting" layer like "Kawase Blur" to achieve soft shadows.
This means that the global object PIXI will now be properly typed and understood by TypeScript.
Also fix documentation generation
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* Also allow the debugger to work with games run using Network Preview (Preview over Wifi), including on other devices (phones, tablets...)
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This removes the "live reloading" of the network preview and makes the hot-reloading and debugging to work with the network preview.
This is done by given unique identifiers to "Trigger Once" conditions (stable given the same object in memory) and events list function names (stable given events with same content).
This avoids useless hot-reloading and re-triggering Trigger Once conditions after a hot-reloading.
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* 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
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* 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>
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This change updates the electron version of the export template
to 8.2.5 to match the electron version that is used in the IDE.
This change also sets `allowRendererProcessReuse` app option to
further match the IDE environment.
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
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This was because the OnceTriggers were shared with the runtime scene. Now each behavior has its set of Once Triggers. This means that Once Triggers "survive" if the behavior is deactivated then activated again.
Added integration test for generated behavior
Fix#1843
* Also improve BBText performance when rendered in the scene editor.
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* This was due to the font measurement being incorrectly done by Pixi.js because the font family was having a dot in its name. It should have been quoted but for some reason is not. Instead, ensure all font family names are slugified so we don't risk such incompatibilities in the future.
* Also rework deprecated text object font handling to entirely avoid having to declare the font families at the export time.
Fix#1521