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Last almost stable#54

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NBForgeLab merged 36 commits intodrag-drop-new-objectsfrom
last-Almost-stable
Apr 18, 2026
Merged

Last almost stable#54
NBForgeLab merged 36 commits intodrag-drop-new-objectsfrom
last-Almost-stable

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@NBForgeLab NBForgeLab commented Apr 18, 2026

NBForgeLab and others added 30 commits March 31, 2026 15:40
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Co-authored-by: Gleb Volkov <glebusheg@playtika.com>
…ent Sheets, Extensions...) into separate windows (4ian#8492)
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@NBForgeLab NBForgeLab merged commit 354e009 into drag-drop-new-objects Apr 18, 2026
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NBForgeLab added a commit that referenced this pull request Apr 18, 2026
* Make the home page navigation sidebar collapsible

* Fix potential crashes in the scene editor

* Improve logs in case of UseAfterFreeError

Only show in developer changelog

* Fix potential crashes in the scene editor

Don't show in changelog

* Display extension details side by side with the extension list on large screens (4ian#8482)

* Fix hot-reloading of global object instances (4ian#8489)

* Fix "Add or edit variables" button always creating variables for object variables (4ian#8493)

* Fix "Add or edit variables" button opening scene variables instead of local variables (4ian#8496)

* Add save/restore support for linked object relationships (4ian#8499)

Fix 4ian#8497

* Fix potential crash during resource reloading (4ian#8500)

* Make clear in Storage actions if a number or text is being written (4ian#8498)

* Add "Reload Project" menu action (4ian#8501)



* Remove deprecated, unused GitHub workflow

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* Fix scene properties not usable via the variable action and condition (4ian#8504)

* [Auto PR] Update translations (4ian#8474)

* Bump newIDE version

* Add experimental option in tabs context menu to open some editors (Event Sheets, Extensions...) into separate windows (4ian#8492)

* Fix wavesurfer version (4ian#8508)

* Allow AI to create objects via exact asset ID without specifying type (4ian#8509)

* Fix crashes when using invalid object names in object folders

* Support partial asset ID matching in asset search (4ian#8512)

Don't show in changelog

* Fix missing globally used resources when unloading a scene that uses these resources (4ian#8513)

- It only happens when "Unload at scene exit" is selected in project settings and a global object share some resources with a scene object.

* Fix tentatively crash in popped-out window when a theme is missing a color (4ian#8518)

Fix 4ian#8517

---------

Co-authored-by: Florian Rival <Florian.rival@gmail.com>
Co-authored-by: D8H <Davy.Helard@gmail.com>
Co-authored-by: LuniMoon <103995399+LuniMoon@users.noreply.github.com>
Co-authored-by: Gleb Volkov <glebusheg@playtika.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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✅ Devin Review: No Issues Found

Devin Review analyzed this PR and found no potential bugs to report.

View in Devin Review to see 10 additional findings.

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💡 Codex Review

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Reviewed commit: 56b3e64803

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// Allow blank-URL pop-out windows (used by WindowPortal for editor pop-outs),
// but open all other URLs in the external browser.
newWindow.webContents.setWindowOpenHandler(details => {
if (details.frameName.startsWith('GDevelopWindowPortal')) {
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P1 Badge Restrict pop-out window allowance to blank URLs

The setWindowOpenHandler branch currently allows any details.url as long as the frame name starts with GDevelopWindowPortal, even though this path is meant only for the internal about:blank pop-out portal window. In practice, window.open('https://...','GDevelopWindowPortal...') will now open that remote page inside Electron instead of routing externally, and did-create-window later enables @electron/remote for the child window. This creates an unintended in-app window path for non-blank URLs and should be gated on details.url being blank/about:blank before returning action: 'allow'.

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Comment on lines +208 to +210
.catch(error => {
console.error('PoppedOutMonacoEditor: failed to load Monaco:', error);
});
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P2 Badge Handle Monaco loader failures in popped-out editors

When Monaco fails to load in a popped-out editor, the catch branch only logs the error and never updates component state. Because loading remains true, the placeholder spinner is shown indefinitely with no recovery path, leaving the popped-out code editor unusable for that window (for example if the loader script fails to fetch or initialize). This should transition to an error state and expose a retry/fallback path like the main code editor does.

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4 participants