diff --git a/automated_updates_data.json b/automated_updates_data.json index 2fa8e494dbb..ee063efed5d 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015", + "last_automated_updates_commit": "da0fcd9bcafd88fb3a9a36a2b22270f4a96f2bc0", "last_improved_things": [ { "date": "2026-02-16", diff --git a/docs/gdevelop5/interface/scene-editor/index.md b/docs/gdevelop5/interface/scene-editor/index.md index d80027e4cad..8fe21b4d7ab 100644 --- a/docs/gdevelop5/interface/scene-editor/index.md +++ b/docs/gdevelop5/interface/scene-editor/index.md @@ -50,6 +50,7 @@ Another method to unlock an instance is finding the instance on the [instance pa 9. **Rotation:** instance's angle on the scene, more axis are visible for 3D objects 10. **Animation:** displays and modifies instance's animation +You can also toggle the instance's **visibility** from this panel to make it hidden when the scene starts. A hidden instance is still created and reacts to events and collisions — it is simply not displayed until you show it (with an event or from this panel). All objects share common properties (as well as common actions and conditions in events). **You can [learn about these here](/gdevelop5/objects/base_object)**. * Some objects can also have special properties. For example, a [Sprite object](/gdevelop5/objects/sprite) allow you to set the initial animation of each instance on the scene (the default animation being the first). Read about [objects](/gdevelop5/objects) to see all the objects that you can use in GDevelop. diff --git a/docs/gdevelop5/objects/index.md b/docs/gdevelop5/objects/index.md index 8e7defdeea8..2fb696ee31e 100644 --- a/docs/gdevelop5/objects/index.md +++ b/docs/gdevelop5/objects/index.md @@ -157,6 +157,8 @@ Each instance of an object living on the scene can have timers set during the ga By default, object instances are all marked as visible, meaning they are displayed on the screen. Using events, you can **hide** any instance during the game. A hidden object instance won't be displayed anymore, but will still exist on the scene (reacting to collisions and following all other events as usual). +You can also make an instance start hidden when the scene begins: select it in the scene editor and toggle its visibility in the [Instance Properties panel](/gdevelop5/interface/scene-editor/#instance-properties-panel). The instance is still created and reacts to events, but is only displayed once you show it. + !!! tip Some objects, like Sprite or Text objects, can also have an **opacity**. The opacity, between 0 and 255, defines how transparent an object is (0 being fully transparent, 255 being fully opaque and is the default). This can be changed independently from the visibility. diff --git a/docs/gdevelop5/objects/spine/index.md b/docs/gdevelop5/objects/spine/index.md index 782677fc06e..4c8b0ac5f16 100644 --- a/docs/gdevelop5/objects/spine/index.md +++ b/docs/gdevelop5/objects/spine/index.md @@ -23,7 +23,7 @@ You can: - Apply different **skins** to change the character's appearance at runtime. - Use multiple animations with smooth transitions between them. -It uses files exported from Spine (`.json`, `.atlas`, and image files) to render and animate characters or elements with smooth, interpolated bone-based movement. +It uses files exported from Spine (the skeleton as a `.json` or binary `.skel` file, an `.atlas`, and image files) to render and animate characters or elements with smooth, interpolated bone-based movement. !!! tip To ensure proper compatibility with GDevelop, use **Spine version 4.2** when exporting your animations. You can select the Spine version in the **Spine launcher** before exporting your files. @@ -39,10 +39,10 @@ In the object editor, you can configure: | Property | Description | | ------------------- | --------------------------------------------------------------------------------------------------------- | -| **Spine JSON file** | The main file describing bones, animations, and attachments. | +| **Spine skeleton** | The main file describing bones, animations, and attachments. Both the `.json` and the binary `.skel` skeleton formats are supported. | | **Scale** | The overall display scale of the skeleton. Default value is **1**. This scale is applied to the base size of the skeleton. | | **Skin name** | The default skin to apply when the object is created. Leave empty to use the "default" skin defined in Spine. | -| **Animations list** | List of available animations. Click **Scan** to automatically generate the list from the Spine JSON file. Each animation can be set to loop or play once. | +| **Animations list** | List of available animations. Click **Scan** to automatically generate the list from the Spine skeleton file. Each animation can be set to loop or play once. | ## Key features diff --git a/docs/gdevelop5/objects/tilemap/index.md b/docs/gdevelop5/objects/tilemap/index.md index 07ad41e657a..b54f0322f23 100644 --- a/docs/gdevelop5/objects/tilemap/index.md +++ b/docs/gdevelop5/objects/tilemap/index.md @@ -128,6 +128,12 @@ You can then click **Apply** and drag'n'drop the object on the scene if it's not A platformer game often needs different kind of objects like platforms, jumpthru or ladders. One collision mask should be created for each kind. The example in the following screenshots can be opened in the online editor ([open the project](https://editor.gdevelop.io/?project=example://platformer-with-tilemap)). +### Enable collisions directly on the tilemap + +The External Tilemap object can generate its own hitboxes: enable the **Enable collision** property in the object's Collision settings. The **Class filter** property lets you restrict the hitboxes to tiles having a given class (set in Tiled 1.9+); leave it empty to create hitboxes for every tile. This is the simplest option when a single collision mask is enough for your map. + +When you need several separate masks for the same tilemap (for example platforms, ladders and jumpthrus), use a dedicated **Tilemap collision mask** object as described below instead. + ### Generating tilemap collision masks automatically !!! warning @@ -213,6 +219,10 @@ In GDevelop, you can choose the speed of the animation(s) of the Tilemap, which ![](pasted/20210104-112229.png) +## Modify tiles at runtime + +The tilemap can be edited while the game is running: actions and conditions let you read, place, remove or flip tiles, either at scene coordinates or at grid coordinates, and change the number of rows and columns of the grid. This is useful to build maps procedurally or to let the player alter the level. + ## Reference All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).