* The list is not truncated anymore so you can scroll or use the arrow keys to browse all the completions (useful to see everything: objects, expressions, but also the available easing for tweens, etc...)
* This brings improved performance and compatibility for the desktop app with Windows, macOS and Linux.
* In particular, tilemap performance should be greatly improved both in the scene editor, the preview and exported games on Linux.
* This should also improve performance of both the editor and games on macOS when running on Apple Silicon (M1 cpus).
* Thanks to @nilaymajorwar for the ground work on this upgrade.
Only show the rest in developer changelog:
* More work is needed to isolate the Electron "renderer" process from the "main" process (both for the editor and for games), by using `contextBridge` and preload scripts (https://www.electronjs.org/docs/latest/tutorial/process-model). Your help is welcome to progressively do this migration.
Co-authored-by: Nilay Majorwar <nilaymajorwar@gmail.com>
- Make coordinates inputs more user friendly
- Removal of unnecessary decimal places
- Do not replace empty value with 0 to allow whole value erasing
- Better understanding of which point is which
- Add possibility to select points in the list so that it is highlighted in the preview (same for hovered points)
- Allow drag n drop for custom collision mask points
- Open image preview at a zoom factor that is adapted to the sprite size so that one doesn't have to zoom at each opening.
* Fix UUID not reset when a user was logging out
* This should allow to create public dashboard showing various app usage (like popular extensions), with more accurate numbers than using Keen.io
* 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.
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* Add support for asynchronous actions (including for objects).
* Add exhaustive test cases for asynchronous actions.
Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
* These formats are providing better compression than PNG or MP4, but they might not work on older devices - be sure to double check if the devices or browsers of your audience support them.
* 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.
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* 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.