* This allows to generate interesting visual effects, which can be controlled by events. For example, you can use an outline on an object to highlight, make the player glow when launching a spell, blur objects, etc...
* A new "effects" tab is now present in the objects editor. From there, you can add visual effects, that were already available for layers, customize them from this editor.
* Actions and conditions are available to manipulate effects and change their parameters during the game.
* Learn more on the wiki: http://wiki.compilgames.net/doku.php/gdevelop5/objects/effects
Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
* This allows to display texts on screen that use a "bitmap font", generated with softwares like [BMFont](https://www.angelcode.com/products/bmfont/) or [bmGlyph](http://www.bmglyph.com/).
* Bitmap fonts allow advanced effects and custom design of each character, with complete control over the appearance of the text. This is useful for making a custom score counter, titles, button labels...
* They also render very well in a pixel-perfect, pixel-art or retro-like game.
* Finally, these Bitmap Texts are fast and efficient to render on screen: useful for scores or texts that are updated frequently.
* This includes BBText, Text, Tilemap, Tiled Sprite, Panel Sprite and the Video objects.
* Also add support for tweening the scale of a Panel Sprite object.
Added "Extensions/TextObject/textruntimeobject-pixi-renderer.js" and "Extensions/TextObject/textruntimeobject-cocos-renderer.js" wherever "Extensions/TextObject/textruntimeobject.js" was imported.
* 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)
* Upgrade to Flow 0.92 and make fixes for it
* Convert all extensions to use _("...") instead of t("...") for translations,
to be able to be parsed by gettext
* Handle translation in JS extensions
* Move Providers out of MainFrame
* Remove i18next
* Adapt ExtractTranslations script to handle js files (for extensions)
* Add FontManager to the game engine, used to load and get access to loaded fonts.
* Use fontfaceobserver library to detect when a font is loaded.
* Add FontResource as a resource, like AudioResource.
* Update the TextEditor to use a selector for fonts.
* Refactor ResourceSelector floating label text