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💝 Improvements

  • Move the object variables editor into the objects editor (easier to find and faster to access) (Thanks @Midhil457!)
    • Also rework the other variables editor dialogs to have the toolbar buttons always at the bottom of the window.
  • Add multiple achievements ("badges") that can be earned while using GDevelop.
    • These achievements are visible in your user profile.
    • They are all for now fairly simple to collect, but we'll also later add some a bit more complex to win, to reward contributors, people invested in the community and people building great games!
  • Add conditions and expressions to compare the coordinates of the bounding box of an object.
  • Scene editor improvements:
    • Improve scene editor scrolling speed to be faster/slower according to the zoom level.
    • Improve locked objects in the editor: the objects are now selectable with a different color, making it simpler to unlock them!
  • Add a checkbox in your profile to receive statistics about your games.
    • This checkbox is in your user profile. It's useful to receive weekly game stats via email (like the number of sessions from the last week sessions and the total from the current year to date).
  • Various minor UI changes

as well as the improvements from the beta version:

  • Add major improvements to the platformer engine to better handle slopes and moving platforms (Thanks @D8H!)
  • Add an option in the Sprite editor to allow animations to play even when the object is hidden/outside the screen.
  • Add support for using arbitrary URLs for images/sounds/resources in the web-app.
  • Improved previews and implement support for the Debugger in the web-app.
  • Clarify names of particle types in the Particle Emitter editor (Thanks @tristanbob!)
  • Update naming of events in the menus to make them easier to understand (Thanks @Midhil457!)
  • Show the preview window, when corresponding preference is enabled, above the editor but not above all windows on the screen (Thanks @arthuro555!)
  • Add CrazyGames.com in the links where to publish a HTML5 game

⚙️ Extensions, 🎨 assets and 🕹 examples

  • Add an experimental In-App Purchase extension (thanks arthuro555 !)
    • This allows to sell items or premium features in games published on the stores on Android (Google Play) and iOS (App Store).
    • This extension is still experimental - and more complex than other things to set up. Be sure to read the explanation page on the wiki.
  • Update Rectangular Movement extension:
    • Fixed a bug that prevented the behavior from using the objects existing location (it would position the object at 0,0).
    • Updated default properties so it moves with "rectangular movement" by default (previous setting was only horizontal movement)
  • Improve Values of Multiple Objects extension's namings and expressions
    • Add link to playable example.
  • Added new extension: Room Based Camera Movement (thanks Elairyx7301!)
    • Move and zoom camera to the "room" object that contains the "trigger" object (usually the player).
  • Fix handling of object size in "Stay On Screen" extension (thanks @Bouh!).
  • [CameraShake] Fixed rounding bug that caused drift on the camera.
  • [ShakeObject] Fixed rounding bug that caused drift of object.
  • Add Turn Based Fighting example (thanks shadow00dev!)
  • Add a card system example (thanks D8H!)
  • Add Raycast debug view example (thanks @Bouh!)
    • A simple example showing how raycast detects objects.

as well as the improvements from the beta version:

  • Fix compressor extension
  • Fix Rewarded Video for YandexGamesSDK (thanks @fedoric!)
  • Fix a sentence in extension FlashTransitionPainter (thanks @westboy31!)
  • Add Pixel Art Vehicle Pack by Kenney.nl (packaged by @Midhil457)
  • Add Kenney Font Pack by Kenney.nl (packaged by @Midhil457)
  • Add Simple Space Pack by Kenney.nl (packaged by @Midhil457)
  • Add Kenney Isometric Pack by Kenney.nl (packaged by @Midhil457)
  • Add label on GitHub when submitting a new example (thanks @Midhil457!)
  • Update description of the Virtual Joystick example (thanks @Midhil457!)
  • Add missing authors to the examples (thanks @Bouh!)
  • Update Sticker extension and add random crew member selection in "Stick Objects" example (thanks @D8H!)

🐛 Bug fixes

  • Fix Tiled Sprite being incorrectly displayed (pixelated) when the X/Y offset was too large.
  • Fix the display of the decreased build limits after exporting a game.
  • Fix arrow keys wrongly triggering page scroll when playing a game embedded in a web page.
  • Don't list the current scene/external event name in a Link event when choosing what to include (Thanks @Oxey405!)
    • This prevents an infinite loop/crash if launching a preview after selecting the current scene/external events in a link of the same scene/external events.
  • Fix platforms sometimes not properly detected when rotated and at the edge of the scene (Thanks @D8H!)
  • Fix TimeScale expression not shown in expressions autocompletion
    • Also fix inconsistent naming of time scale related actions/conditions and expressions.
  • Fix a typo for rotate toward angle and position in the event sheet sentence (Thanks @MyNameIsRinax!)
  • Fix a typo for rotate action in the event sheet sentence (Thanks @Midhil457!)

as well as the improvements from the beta version:

  • Fix a glitch where a sound being played at a low volume can actually be heard at a high volume for a split second.
  • Fix contributors list (Thanks @Midhil457!)
  • Fix user not always logged when opening export after relaunching the app
  • Fix potential crash in the scene editor.

🛠 Internal changes (for developers)

  • Refactor the implementation of the Tween behavior (Thanks @arthuro555!)
  • Avoid fetching again a JSON in the game engine when it's already being fetched (Thanks @D8H)

as well as the improvements from the beta version:

  • Update esbuild and enable minification (Thanks @arthuro555!)
  • Refactor gdjs.Logger to allow disabling specific log groups in the console
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5.0.122-beta1

Pre-release
Pre-release

This is a testing version containing a reworked internal platformer engine. It brings a lot of improvements to games using moving platforms and rotated platforms, but could also introduce small gameplay changes. Be sure to test your game with this and let us know if you find a bug by sending us a video or a test project.

As for all testing versions, please make sure to backup your game project files before trying this new version!

💝 Improvements

  • Add major improvements to the platformer engine to better handle slopes and moving platforms (Thanks D8H!)

    • Platforms going up and down are now properly handled by characters - they won't fall or vibrate like before. You can now freely use platforms doing any movement and characters will stay on them and can move freely on them.
    • The characters on platform are no long stopping when going from one rotated platform to another.
    • Characters Y position will now stay stable when moving on a flat platform and between jumps.
    • Note that if you use the collision condition to check if an object is touching a platform, you should instead use the condition "Is object on given floor": this will always work consistently.
  • Add an option in the Sprite editor to allow animations to play even when the object is hidden/outside the screen.

  • Add support for using arbitrary URLs for images/sounds/resources in the web-app.

    • Be sure to only use URLs that are publicly accessible and will stay accessible in the future (like your own web hosting, your own FTP or web server). Google Drive/Dropbox/OneDrive are not yet supported.
  • Improved previews and implement support for the Debugger in the web-app.

    • Preview now opens in a separate window using the size from the game properties.
    • One or more preview windows can be launched and used with the GDevelop Debugger, like on the desktop app.
      • To run the Debugger, click on the button next to the Play button in the toolbar and choose "Start Preview with Debugger and Performance Profiler"
    • This is useful to inspect instances of objects, inspect internal messages or run the performance profiler.
    • A right click on the Play button will also allow to launch a new preview, in a new window.
    • Also fix the loading screen not shown in the preview on the web-app even when asked to be shown (using the game properties preview button)
  • Clarify names of particle types in the Particle Emitter editor (Thanks @tristanbob!)

  • Update naming of events in the menus to make them easier to understand (Thanks @Midhil457!)

  • Show the preview window, when corresponding preference is enabled, above the editor but not above all windows on the screen (Thanks @arthuro555!)

  • Add CrazyGames.com in the links where to publish a HTML5 game

⚙️ Extensions, 🎨 assets and 🕹 examples

  • Fix compressor extension
  • Fix Rewarded Video for YandexGamesSDK (thanks @fedoric!)
  • Fix a sentence in extension FlashTransitionPainter (thanks @westboy31!)
  • Add Pixel Art Vehicle Pack by Kenney.nl (packaged by @Midhil457)
  • Add Kenney Font Pack by Kenney.nl (packaged by @Midhil457)
  • Add Simple Space Pack by Kenney.nl (packaged by @Midhil457)
  • Add Kenney Isometric Pack by Kenney.nl (packaged by @Midhil457)
  • Add label on GitHub when submitting a new example (thanks @Midhil457!)
  • Update description of the Virtual Joystick example (thanks @Midhil457!)
  • Add missing authors to the examples (thanks @Bouh!)
  • Update Sticker extension and add random crew member selection in "Stick Objects" example (thanks @D8H!)

🐛 Bug fixes

  • Fix a glitch where a sound being played at a low volume can actually be heard at a high volume for a split second.
  • Fix contributors list (Thanks @Midhil457!)
  • Fix user not always logged when opening export after relaunching the app
    • Also fix signup/login dialog closing before the signup/login is entirely finished.
  • Fix potential crash in the scene editor.

🛠 Internal changes (for developers)

  • Update esbuild and enable minification (Thanks @arthuro555!)
  • Refactor gdjs.Logger to allow disabling specific log groups in the console
    • This reduces the logs during GDJS tests, as this was cluttering the
      terminal.
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💝 Improvements

  • Add a console to the Debugger (Thanks @arthuro555!)

    • When launching the Debugger to inspect a game, open the console to see internal messages sent by the game, JavaScript code or the game engine.
    • This is an advanced feature that is useful to find issues in your game or to see if your game is displaying any internal error.
      image
  • Improve scene selection and help text for an external layouts

  • Improve autocomplete when typing an expression.

  • Add possibility to search in events sentences (rather than just in parameters)

    • Also improve highlighting of search results and the index of the currently focused result.
      image
  • Only show the operators that can be actually used in actions/conditions for strings

    • For strings/texts, only = and ≠ can be used for comparisons, and "set to"/"add to" for modifications.
  • Add conditions to check if a mouse key is pressed or released using a text expression.

⚙️ Extensions, 🎨 assets and 🕹 examples

  • Improve Sticker extension (thanks @D8H!)
    • Add a condition to check if the object is stuck to another object.
    • Avoid a 1 frame delay when chaining objects.
  • New extension: Unicode Conversion (thanks @Ahnaf30e!)
  • New extension: Number Base Conversion (Tthanks @Ahnaf30e!)
  • Fix infrastructure issues (thanks @arthuro555)
  • Add "Object Stack" extension, useful for card games or shuffle objects (thanks @D8H!)
  • Add action "Set aiming angle toward a position" to Turret extension (thanks D8H!)
  • Add "Advanced jump" extension to allow to add "Coyote time" to a Platformer Object (thanks @Entr0py404 and @D8H!)
  • Add a Klondike Solitaire example (thanks @D8H!)
  • Add Coyote Time example (thanks @D8H!)

🐛 Bug fixes

  • Fix effects being applied multiple times on objects when creating and destroying a lot of them
    • Effects from destroyed objects could be cleaned incorrectly and applied to new objects, creating glitches on newly created objects.
  • Fixes an issue with "ghost instances" for the light obstacle or pathfinding obstacle behaviors - where the object would stay considered as an obstacle after being moved or deleted.
  • Fix a crash happening when modifying "dead" instances after removing a layer and instances that were on it.

🛠 Internal changes (for developers)

  • Add automation to automatically close stale issues (Thanks @Bouh!)
  • Improve typing and simplify implementation of Linked Objects' getObjectsLinkedWith function (Thanks @D8H!)
  • Add new tests for the platformer engine to prepare for the upcoming changes (Thanks @D8H!)
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This is the first version of GDevelop 5 not tagged as a beta anymore. The app has been available for a long time and used for releasing various successful games on app stores, on Steam, on indie games stores like Itch.io and many more. It's also used in classrooms, trainings and for a lot of different use cases. As such, we believe it's time to remove this "beta" term from the version number. This is not changing anything else, just making things less intimidating for new users!

Note that some extensions or features can still be marked experimental or be quite basic and needing improvements for certain use cases - this is not changing compared to other versions. Remember to be cautious when using them and to experiment/prototype before relying on them in a larger game. As GDevelop game engine is open-source software, you're welcome to contribute with improvements or help by sending detailed bug reports.

💝 Improvements

  • Add a FontSize expression for Text objects (thanks @Bouh!).
  • Various profile improvements:
    • Display contributor profiles when clicking their badge in an extension or example.
    • Allow to change your email address in your profile, and to verify it.
    • Add a "bio", a short description that you can add to your profile.
    • Prevent saving projects and extensions with nonexistent authors.

⚙️ Extensions, 🎨 assets and 🕹 examples

  • Update extension submission template to mark fields as required
  • Fix pathfinding movement in Linked Objects Tools (thanks @D8H!)
  • Partially upgrade author field to new format (thanks @arthuro555!)
  • Partially upgrade author field to new format (thanks @Add00!)
  • Attach more examples to their original author/contributors (thanks @Midhil457!)
  • Add 3 thumbnails to some game examples (thanks @D8H!)
  • Fix bubble collision at low frame rate in BimBam example and make it touch devices ready (thanks @D8H!)
  • Update LinkedObjectTools extension to fix an issue in pathfinding movement (thanks @D8H!)
  • Add authors for existing examples (thanks @Midhil457!)
    • Also update some example project names and package names.

🐛 Bug fixes

  • Fix opening up the parameters dialog for object or behaviors expressions having no parameters
  • Fix wording of "empty game" to "empty project" for consistency (Thanks @Midhil457!)
  • Fix very long object names overflowing or messing up some dialogs in the editor
  • Fix icons aligment and text ellipsis for long resource names in resources selector
  • Fix loss of user login between IDE refreshes/opening
  • Fix conditions comparing Dialogue Tree variables to work even if the dialogue is not running (Thanks @MechanicalPen!)
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💝 Improvements

  • Display contributions (examples & extensions) on the user profile.
  • When choosing an username, proper validation is made to ensure it follows the guidelines (alphanumerical characters only, as well as underscore and hyphens).
    • Remember to choose a short and memorable username (like you would do on Twitter, GitHub, Discord...). A display name (allowing you to enter a fancier/longer name) will be available in the future.
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New features

  • You can now claim a username when registering your GDevelop account or when editing your profile.

    • Go to your profile and click "Edit" to claim your username! Please choose the same as the one you're using on Discord, the forum or on GitHub.
    • In the future, you'll be able to enhance your profile with a custom avatar, a quick bio and browse other user profiles.
  • The username of contributors to extensions and examples will now be displayed in the example library and extension library!

    • When editing an extension or a game properties, you can now enter your username, and the username of anyone who contributed.
    • We'll progressively add the author/contributors of existing extensions and games (if you are one of them, feel free to open Pull Requests or issues on the appropriate GitHub repositories to do so).

image

💝 Improvements

  • Do not open expression parameters dialog if there are no parameters to configure
  • Add several UI improvements on the IDE
  • Add possibility to start and stop particle emitter
  • Add a condition to check if a platformer object is on a given platform
  • Add expressions for properties of type "color" for custom behaviors (Thanks @D8H!)
  • Add possibility to zoom in or out on the events sheet.
  • Optimize Linked Objects actions/conditions, up to 80% faster on games using it extensively with a lot of objects (Thanks @D8H!)
  • Improve Draggable behavior to drag the frontmost object under the cursor/touch (Thanks @D8H!)
    • In previous versions, the order was not guaranteed, which could result in a non intuitive result for the player.
  • Add autocompletion for effect names and effect parameter names in actions and conditions
  • Improve the Draggable behavior to reduce memory usage (Thanks @D8H!)
  • Set the default dimensions of a new collision mask to the dimensions of the sprite.
  • Add a color picker to Add Object Color Tween action 'To color' parameter
  • Upgrade the internal rendering engine (PixiJS) to 6.1.2 - providing performance improvements on iOS

⚙️ Extensions, 🎨 assets and 🕹 examples

  • Improve automated verification of extensions (thanks @arthuro555!)
  • Add GitHub actions to make reviewing of extensions easier (thanks @arthuro555!)
  • Add value range and tick spacing for Slider (Thanks @D8H!)
  • Fix action Load the Leaderboard entries in YandexGamesSDK (thanks @achubutkin!)
  • Add a new string expression that allow you to get the version of the game (thanks @UlisesFreitas!)
  • Update Flip3D extension with duration instead of speed and a revert possible at any time (thanks @D8H!)
  • Make it explicit that a shape painters can be used as a mask on any object.
  • Add Cancellable Draggable behavior with tweens (thanks @D8H!)
  • Add Dungeon Generator extension (thanks @tristanbob!)
  • Use the new API from Yandex in the Yandex extension (thanks @achubutkin!)
  • Improve RectangularMovement with new events (thanks @tristanbob!)
  • Add the Checkpoints extension (thanks @Elairyx7301!)
  • Add an extension to stick objects to other ones (thanks @D8H!)
  • Add Pixel Playing Cards by Kenney.nl (packaged by @D8H)
  • Add Rolling Ball Pack by Kenney.nl (packaged by @Midhil457)
  • Add Pixel Arcade Stick and Buttons by OptimusDu (packaged by @Entr0py404)
  • Add Dungeon Generator example (thanks @tristanbob!)
  • Add Virtual Joystick example (thanks @Midhil457!)
  • Remove the useless splashscreen example (thanks @Midhil457)
  • Remove useless extensions in the Liquids example (thanks @D8H)
  • Add an example for Rectangular Movement (thanks @tristanbob)
  • Add "reset checkpoint" example for the extension
  • Add "Stick objects" example (thanks @D8H!)
  • Update "Cannon ball with physics" example (thanks The Gem Dev!)

🐛 Bug fixes

  • Fix effects of objects not always working, depending on layers/object position in the list
  • Multiple fixes for the resources editor:
    • Fix renaming resources breaking objects or events using it.
    • Fix Bitmap Text objects crashing the editor if the font was renamed in resources
    • Fix crash at game loading when a resource file was not found
    • Fix unexpected custom loading screen image removal when removing unused images
  • Fix crash when moving a parameter of a function of an extension (or a custom behavior) after adding it
  • Fix a default folder not being set when opening the new project dialog using the "GDevelop games" button
  • Fix notifications title on Windows
  • Fix Scan for Images/Fonts/Audios in the resources editor wrongly adding resources with files already in other resources
    • This could be visible when using the asset store or resources that have been renamed.
  • Fix the Bitmap Font field not shown in the parameters of the action to change it.
  • Fix particle emitter unused parameter friction - now removed from the interface
  • Fix some particle emitter actions and conditions
  • Fix long description fields for parameters shown when changing from one function to another after adding a long description

🛠 Internal changes (for developers)

  • Add CI to deploy automatically the Storybook for each commit
    • Useful to quickly test components without having to fetch and build locally a branch.
  • Upgrade to Storybook v6
    • Add a dropdown to choose the theme in the stories, useful to quickly check a component with all themes.
  • Enable more warnings from Clang when compiling C++ sources
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New features

Add support for visual effects ("shaders") on objects (thanks @HarsimranVirk!)

  • 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, and 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

image

Add support for behaviors based on other behaviors ("behavior composition") (thanks @D8H!)

  • This allows custom behaviors, that you can create in your project or get from extensions, to require the presence of one or multiple other behaviors on an object.
    • This is an advanced feature that is helpful to create behaviors that are based on other. For example, a behavior "Platformer enemy" using the "Platformer object" behavior and adding specific actions, conditions and logic to make an enemy chase the player.
    • If you create a behavior and want to use this, just go to the properties of this behavior and add a new property. Choose the type "Required Behavior" for this property. You can then use this new behavior in the events of the behavior you just edited.
  • To use a behavior based on another, you don't need to do anything special! Just add it to your object as usual: any missing behavior will be added to your object, so you can start using it immediately.

image

💝 Improvements

  • Allow colors to be used for behavior properties
  • Rework the color fields to allow to enter colors as R;G;B directly in the field
  • Allow behaviors to have a "string list" property like functions
  • Add the word "object" in timer actions/conditions names, to make them easier to spot (Thanks @Bouh!)
  • Add multiple contributors to the credits (Thanks @arthuro555!)
  • Allow rounding pixels when rendering on a project level
  • Add command to open the extension search in the command palette
  • Improve events sheet wording for object boolean variables
  • Prevent variable value to be set to an invalid number ("NaN") in the variables editor (Thanks @arthuro555!)
  • Allow again to choose the opacity of the grid in the scene editor.
    • Also fix an issue where a grid with the black color was not persisted properly.

Extensions, 🕹 Examples, 🎨 Assets

🎉 There are now 85+ extensions available for GDevelop in the extensions library and 2700+ assets!

Some of the new or updated extensions:

Remember that documentation pages are now automatically generated for all extensions on the wiki, including descriptions and authors.

New assets are in the store:

  • (artist: Simple Wares) 65 button asset pack, packaged by @Entr0py404
  • (artist: EgorDorichev) Pixel Buttons Set, packaged by @Entr0py404
  • (artist: Narehop) PS4 Pixel Controller Buttons, packaged by @Entr0py404
  • (artist: route1rodent) 16x16 RPG characters, packaged by @Entr0py404
  • (artist: rmocci) Pixel flag packs, packaged by @Entr0py404
  • (artist: Alex's) 16x16 RPG Item Pack 1 & 2, packaged by @Entr0py404
  • (artist: 0x72) Dungeon Tileset 2, packaged by @Entr0py404
  • (artist: Shikashi's) Fantasy Icons Pack, packaged by @Entr0py404
  • (artist: Exuin) Spinning Pixel Art Icons, packaged by @Entr0py404
  • (artist: Arks) Dino Characters, packaged by @Entr0py404
  • (artist: ghostpixxells) Pixel Mart & Free Pixel food, packaged by @Entr0py404

New examples are available (many thanks to @Midhil457, @Bouh, @arthuro555, @Silver-Streak and other reviewers for reviewing these):

If your name or nickname is missing in other of these lists, let 4ian or a moderator know on Discord or on the forum, we'll fix that! This list is manually compiled until we set up something done automatically.

🐛 Bug fixes

  • Increase shader precision, allowing lights to be displayed correctly on iOS
  • Prevent instances to have a negative width or height in the instances editor
    • Note that this does not affect existing games that would use this incorrect behavior (which can create bugs)
  • Fix crash when instances were resized on the scene editor after being set to a size of 0
  • Fix some missing translations (Thanks @Bouh!)
  • Fix missing translations in the main menu bar (Thanks @Bouh!)
  • Fix games crashing when an unknown action/condition was used (could come from a deleted extension)
  • Fix variable dropdown not updated in the action/condition editor after editing variables
  • Fix a crash when drag'n'dropping actions/conditions in custom behaviors

🛠 Internal changes (for developers)

  • Add tests for platformer objects on slope junctions (Thanks @D8H!)
  • Increase Flow hash table to avoid memory limitations
  • Remove deprecated/unmaintained Cocos2d-JS renderer files (Thanks @HarsimranVirk!)
  • Improve typing of TestRuntimeObject
  • Use Semaphore 2 to run the fast tests for each commit/PR
  • Move variable event tools to their own file (Thanks @arthuro555!)
  • Ensure the deployment script stops on error
  • Remove deprecated/unused/unmaintained GDCpp code
    • This also includes extensions code.
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5.0.0-beta116

Pre-release
Pre-release

This release contains the same new features, improvements and bugfixes as beta 117, but had a bug in the Linked Objects extension. Use beta 117 instead.

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💝 Improvements

  • Add an action to release the ladder for Platformer object
  • Improve Actions and Conditions search allowing typing mistakes (fuzzy)
  • Show previews of image resources properly pixelated when smoothing is deactivated (Thanks @Bouh!)
  • Show pixel art assets in the asset store as pixelated and larger (Thanks @Bouh!)
  • Add an action to clear the shapes of a Shape Painter object on demand (Thanks @D8H!)
  • Add an action to forbid to jump again while in the air to the Platformer behavior. (Thanks @D8H!)
    • This is useful if you want to allow to jump again in the air for a bit of time, and then forbid to jump again later (for example, to implement a "Coyote Time" feature to your player character)
  • Add thumbnails in the resources list (Thanks @Bouh!)

🐛 Bug fixes

  • Fix color of grids in scene editor not properly persisted
    • Also make the update real time (any change in the settings are shown directly in the editor)
  • Fix Panel Sprite initial opacity not being correctly applied
  • Fix buttons to save/load/change the file in Piskel sometimes not displayed properly (Thanks @blurymind!)
  • Fix color picker not shown for the action setting the color of a light object
  • Fix wrong icon shown intermittently in the extensions store
  • Fix extra scrollbar on small screens when selecting an object or an action/condition in the events sheet
  • Fix unability to scroll when a lot of parameters were shown for an action or a condition

🛠 Internal changes (for developers)

  • Add continuous delivery: automatic macOS and Windows builds
    • This automatically builds the signed macOS app, the Windows exe and AppX, the Linux AppImage.
    • This is only for master and any "experimental-build/xxx" branches.
    • Only Travis CI and Semaphore CI are running tests, for all branches.
  • Improve TypeScript types for the Shape Painter object (Thanks @D8H!)
  • Add new lines between functions back in TS files (Thanks @arthuro555!)
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Note that games built for Android are now targeting the "API level 30" as required to continue submitting apps to Google Play.

💝 Improvements

  • Add option to allow building Android App Bundles that can be uploaded if you already published APKs with Play App Signing enabled for your game
    • If you already opted in for "Play App Signing" in the Play Developer Console and published some APKs like this, you need to enable the new "Old upload key" option, in the Signing Option, before each packaging for Android.
    • Read this page to learn more and have step by step details of what to do to update your game.
    • If you publish a new game with Android App Bundles, there is nothing to do!
  • Add a maximum size for the GDevelop logo so that it's not too big on large resolutions