* 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.
* 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.
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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
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* 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.
* Also fix similar smaller memory leak when using other features.
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This avoids calling new gd.PropertyDescriptor every time properties of an object/behavior are accessed, which would result in these gd.PropertyDescriptor to be never destroyed. This would fill up the memory, especially quickly with the BB Text object as properties are queried to render the instances on screen.
"getOrCreate" is now exposed for the map of properties, which is cleaner and memory leak free.