- The extension variables must be used instead
- Old extensions can be maintained by copy-pasting existing old actions and conditions from the extension events
- Global or scene variables can be used with a unique action and condition.
- Object variables can be used with a unique action and condition.
- Variables need to be declared following the same logic as the new expression syntax.
- Local variable can be declared on events
- Extensions have their own variables
- Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors.
- This is especially useful if external events are shared between several scenes.
* 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.
* In the list of variables (of the scene, of an object or global variables), you can now specify the type of the variable: number, text, boolean, array or structure.
* Boolean variables can be "true" or "false. They can have their values checked with conditions, and updated with actions. They are a good way to store information about if something is enabled or not (is an item equipped, is something selected, etc...).
* Array variables can contain multiple values, indexed by a number. New values, including any kind of variables, can be appended to an array during the game. Arrays can also have a value removed, and using the event "For each child variable", you can run conditions and actions for each value that is present in the array.
* Boolean and arrays are also supported when you transform a variable from or to the JSON format - which is ideal to send web requests, read configuration files or store any kind of arbitrary data.
* Finally, note that array values can themselves be arrays, structures or any variable. This can be useful to construct advanced logic. You can also access arrays (as well as any variable) from JavaScript code block events.
* 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