* It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
* The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
- Fix a bug that hangs GDevelop when replacing with an empty search text
- Allow to replace with an empty string to mimic a "Delete search text" feature
* This is helpful to load the audio files at the loading of the game (so even if the internet connection is lost, they will be available in the "browser cache") but without decoding them in memory (which could make too much work for low end devices, resulting in crashes)
* In the future, there will be other actions where you can optionally wait for their tasks to be finished before running the rest of the actions. It makes logic easier and more straightforward to express in events.
* This is similar to the Wait action, except that it's optional.
* Add CameraBorderLeft, CameraBorderRight, CameraBorderTop and CameraBorderBottom expressions and conditions
* Add CameraCenterX and CameraCenterY expressions and hide CameraX and CameraY expressions
Effects are applied in order and different orders may give different results, so ordering them is important. You can now do it with drag n drop.
Also, when renaming effects, a few checks are now done in order to prevent unexpected results.
* Each row should be easier to read in a glance
* You can now collapse collection variables for a better readability
* Reorder and move of variables is now available with drag n drop
* You can now undo and redo changes
* Paste one or more variables at any level of depth you want
* Search in the names and values of each variables with a filter effect
* This action allow to wait for a few seconds before continuing to run the next actions and sub-events.
* It is perfect to create cut scenes, advanced logic or just run things progressively without relying on timers. In a lot of cases, it's simpler and faster to use this new action.
* The action remember the picked objects: it works like an usual event, but run the actions (and sub-events) a bit later in time. While the action wait, other events continue to run as usual.
* Thanks to @arthuro555 for the ground work and follow up on this new feature.
Only show the rest in developer changelog:
* Add support for asynchronous actions (including for objects).
* Add exhaustive test cases for asynchronous actions.
Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
* Add `PickedInstancesCount` and `SceneInstancesCount` expressions, to replace `Count`. These expressions don't do any "picking" of instances, so they are safe to use anywhere without "weird" side effects.
* Equivalent conditions are available for all objects. These conditions allow to check at any point in your events the number of instances living on the scene or picked by actions/conditions.
* This is useful to check if enough objects are picked by a condition before launching an action.
* Because this condition does not change the already picked objects, it's safe to use anywhere without any side effect.
Only show the rest in the developer changelog:
* Allow to read events missing some fields (like `disabled`, `folded`).
* Reduce the useless information stored in project JSON files by not storing the fields if they have their default value.
* It allows extensions to handle touch events without conflicting with the scene event sheets.
* Existing touch functions continue to work and can be used alongside new ones without any issue.
* Add condition on height and width for sprite objects
* Add action to set the size of sprite object
* Add action to set the size of tiled sprite object
* This object displays a field where the player can type a text.
* The cursor can be moved and the text can be selected and entered like any other input field according to the platform. For example, you can use all the usual keyboard shortcuts or emoji pickers on desktop. On mobile, all the usual gestures are supported, emoji pickers, text selection, clipboard...
* You can choose between different input field types: text, text area, email, password, phone number... This allows the keyboards to be adapted on mobile devices. The password field will also hide what is entered by the user.
* Because the object is way more convenient to use (and actually works on mobile devices) than the Text Entry object, it is recommended you use it almost always instead of the Text Entry object.
* This object has 2 limitations, because it's using the native capabilities of the platform to display a "native" input field: the Z order can't be changed (the object is *always* displayed on top of the game) and no effects can be displayed. Because it's handled by the operating system, it may also slightly differ on each platform.
* It's recommended you avoid displaying the object outside of a menu or a static UI, as it may not always display exactly at a position synchronised with the rest of the rendering of the game, especially if used in a fast paced or moving scene.
* This should make it easier to identify and find actions/conditions. Categories give more clarity and icons help to identify what's available without reading everything.