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Last almost stable (#54)#55

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NBForgeLab merged 1 commit intonew-object-custom-pbrfrom
drag-drop-new-objects
Apr 18, 2026
Merged

Last almost stable (#54)#55
NBForgeLab merged 1 commit intonew-object-custom-pbrfrom
drag-drop-new-objects

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@NBForgeLab NBForgeLab commented 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

Fix 4ian#8497

Don't show in changelog

Don't show in changelog

  • 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 4ian#8517



Open in Devin Review

* 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)

Co-authored-by: Gleb Volkov <glebusheg@playtika.com>

* Remove deprecated, unused GitHub workflow

Don't show in changelog

* 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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coderabbitai Bot commented Apr 18, 2026

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@NBForgeLab NBForgeLab merged commit e85656d into new-object-custom-pbr Apr 18, 2026
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✅ Devin Review: No Issues Found

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

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💡 Codex Review

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Reviewed commit: 354e0093bb

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Comment on lines +115 to +118
for (const key of Object.keys(shortcuts)) {
// $FlowFixMe[incompatible-call]
const commandName: CommandName = (key: any);
preferences.setShortcutForCommand(commandName, shortcuts[key]);
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P2 Badge Reject unknown shortcut commands from project settings

applyProjectPreferences currently treats every key in shortcuts as a valid CommandName and writes it into user shortcuts without validation. If gdevelop-settings.yaml contains a typo or unsupported command, that unknown key is later read by the keyboard shortcut handler, which assumes commandsList[commandName] exists and dereferences handledByElectron; pressing that shortcut then throws at runtime. Please guard keys against the known command list before calling setShortcutForCommand.

Useful? React with 👍 / 👎.

Comment on lines +325 to +327
windowTargetIdToBrowserWindowIds.set(details.frameName, childWindow.id);
childWindow.on('closed', () => {
windowTargetIdToBrowserWindowIds.delete(details.frameName);
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P2 Badge Namespace child-window map keys by parent window

This map is keyed only by frameName, but WindowPortal generates names with a renderer-local counter (GDevelopWindowPortal1, etc.). When two top-level GDevelop windows each open their first popped-out editor, they collide on the same key, so the second registration overwrites the first; when one closes, it can delete the other mapping. In that state, titlebar-set-overlay-options can target the wrong child window (or no child) for background/overlay updates.

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