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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-08-04",
"summary": "Added configuration guidance to visual effect docs (CRT, drop shadow, god rays, kawase blur, outline, pixelate, RGB split, tilt shift, color map): explained key tunable properties and animation use cases"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/color-map/index.md
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Expand Up @@ -22,6 +22,8 @@ Try some ready-to-use color maps
- color-map-model-2.png : ![](color-map-model-2.png)
- color-map-model-3.png : ![](color-map-model-3.png)

The **Mix** property controls how strongly the color map is applied: at a low value the original colors mostly show through, at the maximum only the remapped colors are used. Animating it with events is a simple way to fade in a color grading (for example a "poisoned" or "night" tint).


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,8 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

**Curvature** bends the image like a rounded screen, while **Line width** and **Line contrast** control the visible scanlines. **Noise** adds static grain and **Vignetting** darkens the edges of the screen. To make the effect feel alive, raise the **Interlaced lines speed** and **Noise frequency** so the scanlines and static move over time.


## Reference

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4 changes: 3 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
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@@ -1,9 +1,11 @@
# Drop shadow effect

Add a drop shadow under your object's visible on the layer.
Add a drop shadow under your objects visible on the layer.

![](drop-shadow-effect.png)

**Distance** and **Rotation** set how far the shadow is offset and in which direction, while **Blur** softens its edges and **Alpha** controls how transparent it is. Enable **Shadow only** to hide the object and keep just its shadow, which is handy to build a separate silhouette on another layer.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,8 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

Use **Center X** and **Center Y** to place the light source, and **Angle** to tilt the rays. Turn on **Parallel** for evenly spread sunlight-style rays, or turn it off to make the rays fan out from the center point (like a spotlight). **Gain** and **Lacunarity** adjust how strong and detailed the beams look, and increasing **Animation speed** makes them shimmer over time.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,8 @@

This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect.

**Blur** sets the overall strength and **Quality** the number of passes (higher quality is smoother but more costly). To blur more in one direction than the other, use different **Pixelize X** and **Pixelize Y** values, for example to create a horizontal motion-blur look.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -2,6 +2,8 @@

Add an outline on all objects of the layer having the effect. **This won't work well if shown on top of the background color of the scene**. Be sure to use an object acting as a background or a floor.

Use **Thickness** to set how wide the outline is and **Color** to choose its color. Applied to a single object, this is a common way to highlight a selected or interactive item.

![](outline-effect.png)


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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/pixelate/index.md
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Expand Up @@ -4,6 +4,8 @@ Applies a pixelated effect, making display objects appear 'blocky'.

![](pixelate-effect.png)

**Size** sets how many screen pixels each block covers: the larger the value, the blockier the result. Animating this value with events is an easy way to create a "pixel dissolve" transition.

!!! note

For pixel-perfect or 8-bitgames, you can change the **Scale mode** options in your [game properties](/gdevelop5/interface/project-manager/properties) instead of using this effect.
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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,8 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

Each color channel has its own X and Y offset, so you can shift the red, green and blue parts of the image independently. Small offsets create a chromatic-aberration look, while larger ones give a glitch or old-3D-glasses effect. Animating the offsets with events makes a nice screen-shake or damage feedback.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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Expand Up @@ -4,6 +4,8 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

![](tilt-shift-effect.png)

**Blur** sets how strong the blur is at the top and bottom, while **Gradient blur** controls how gradually the sharp band in the middle fades into the blurred areas. A larger gradient gives a smoother, more natural transition.


## Reference

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