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* (so the most "local" one) excluding local variables. * \brief Avoid using apart when a scope must be forced. */ const VariablesContainer *GetBottomMostVariablesContainer() const { if (variablesContainers.empty()) return nullptr; return variablesContainers.at(firstLocalVariableContainerIndex -...
Could have been worth naming things in the other way: FromVariableOrPropertyOrParameterName FromVariableOrPropertyNameOnly FromVariableNameOnly to mimick the parameter type names
* (so the most "local" one) excluding local variables. * \brief Avoid using apart when a scope must be forced. */ const VariablesContainer *GetBottomMostVariablesContainer() const { if (variablesContainers.empty()) return nullptr; return variablesContainers.at(firstLocalVariableContainerIndex -...
@@ -115,11 +115,23 @@ class GD_CORE_API VariablesContainersList { } /** - * Get the variables container for a given variable. + * Get the variables container for a given variable or property or parameter. */ const VariablesContainer & GetVariablesContainerFromVariableName(const gd::String &variabl...
Core/GDCore/Project/VariablesContainersList.h
26
C/C++
0.571
style
186
51
51
false
Fix conflict between variable or property and parameter in variable setters
7,329
4ian/GDevelop
10,154
JavaScript
4ian
D8H
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromVariableName={getVariableSourceFromVariableName} ...
Same: name this getVariableSourceFromVariableNameExcludingParametersAndProperties or getVariableSourceFromVariableNameOnly
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromIdentifier={getVariableSourceFromIdentifier} /...
@@ -139,5 +140,20 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>( } ); +export const getVariableSourceFromVariableName = (
newIDE/app/src/EventsSheet/ParameterFields/AnyVariableField.js
26
JavaScript
0.357
suggestion
131
43
41
false
Fix conflict between variable or property and parameter in variable setters
7,329
4ian/GDevelop
10,154
JavaScript
4ian
D8H
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromVariableName={getVariableSourceFromVariableName} ...
Same: getVariableSourceFromVariableNameExcludingParameters or getVariableSourceFromVariableOrPropertyNameOnly
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromIdentifier={getVariableSourceFromIdentifier} /...
@@ -137,6 +138,22 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>( } ); +export const getVariableSourceFromVariableName = (
newIDE/app/src/EventsSheet/ParameterFields/AnyVariableOrPropertyField.js
26
JavaScript
0.357
suggestion
120
45
42
false
Fix conflict between variable or property and parameter in variable setters
7,329
4ian/GDevelop
10,154
JavaScript
4ian
D8H
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromVariableName={getVariableSourceFromVariableName} ...
Same (depends on what you do in C++): getVariableSourceFromVariableName or getVariableSourceFromVariableOrPropertyOrParameterName
id={ props.parameterIndex !== undefined ? `parameter-${props.parameterIndex}-scene-variable-field` : undefined } onInstructionTypeChanged={onInstructionTypeChanged} getVariableSourceFromIdentifier={getVariableSourceFromIdentifier} /...
@@ -131,6 +134,20 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>( } ); +export const getVariableSourceFromVariableName = (
newIDE/app/src/EventsSheet/ParameterFields/AnyVariableOrPropertyOrParameterField.js
26
JavaScript
0.357
suggestion
138
43
44
false
Fix conflict between variable or property and parameter in variable setters
7,329
4ian/GDevelop
10,154
JavaScript
4ian
D8H
import { LineStackLayout } from '../../UI/Layout'; import GlobalVariableIcon from '../../UI/CustomSvgIcons/GlobalVariable'; import SceneVariableIcon from '../../UI/CustomSvgIcons/SceneVariable'; import ObjectVariableIcon from '../../UI/CustomSvgIcons/ObjectVariable'; import LocalVariableIcon from '../../UI/CustomSvgIco...
Let's call this: ```suggestion getVariableSourceFromIdentifierName: ( identifierName: string, projectScopedContainers: gdProjectScopedContainers ) => VariablesContainer_SourceType, ``` to emphasis that we don't know if it's a variable name, a property name or a parameter name, and it could be a m...
import { LineStackLayout } from '../../UI/Layout'; import GlobalVariableIcon from '../../UI/CustomSvgIcons/GlobalVariable'; import SceneVariableIcon from '../../UI/CustomSvgIcons/SceneVariable'; import ObjectVariableIcon from '../../UI/CustomSvgIcons/ObjectVariable'; import LocalVariableIcon from '../../UI/CustomSvgIco...
@@ -55,6 +54,10 @@ type Props = { ...ParameterFieldProps, isObjectVariable: boolean, variablesContainers: Array<gdVariablesContainer>, + getVariableSourceFromVariableName: ( + variableRootName: string, + projectScopedContainers: gdProjectScopedContainers + ) => VariablesContainer_SourceType,
newIDE/app/src/EventsSheet/ParameterFields/VariableField.js
26
JavaScript
1
suggestion
323
51
51
false
Fix conflict between variable or property and parameter in variable setters
7,329
4ian/GDevelop
10,154
JavaScript
4ian
D8H
nodeIds.length > 0 ? nodeIds[nodeIds.length - 1] : null; nodeIds.push(getInstructionGroupId(categoryName, parentId)); return nodeIds; }, [] ) : [] ); // All the instructions, to be used when searching, so that the search is do...
should we remove this or comment it as it's just for debugging purpose?
nodeIds.length > 0 ? nodeIds[nodeIds.length - 1] : null; nodeIds.push(getInstructionGroupId(categoryName, parentId)); return nodeIds; }, [] ) : [] ); // All the instructions, to be used when searching, so that the search is do...
@@ -283,6 +285,7 @@ const InstructionOrObjectSelector = React.forwardRef< const instructionSearchApiRef = React.useRef<Fuse>( new Fuse(allInstructionsInfoRef.current, { ...sharedFuseConfiguration, + includeScore: true,
newIDE/app/src/EventsSheet/InstructionEditor/InstructionOrObjectSelector.js
26
JavaScript
0.429
bug
71
51
51
false
Return exact matches when searching for an instruction
7,330
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
//@ts-check /// <reference path="../JsExtensionTypes.d.ts" /> /** * This is a declaration of an extension for GDevelop 5. * * ℹ️ Changes in this file are watched and automatically imported if the editor * is running. You can also manually run `node import-GDJS-Runtime.js` (in newIDE/app/scripts). * * The file mus...
This is to avoid to have 2 strings with only a case difference.
//@ts-check /// <reference path="../JsExtensionTypes.d.ts" /> /** * This is a declaration of an extension for GDevelop 5. * * ℹ️ Changes in this file are watched and automatically imported if the editor * is running. You can also manually run `node import-GDJS-Runtime.js` (in newIDE/app/scripts). * * The file mus...
@@ -20,7 +20,7 @@ module.exports = { extension .setExtensionInformation( 'Physics3D', - _('3D Physics Engine'), + _('3D physics engine'),
Extensions/Physics3DBehavior/JsExtension.js
23
JavaScript
0.286
suggestion
63
48
48
false
Fix a few typo in Physics3D
7,332
4ian/GDevelop
10,154
JavaScript
D8H
D8H
constructor( instanceContainer: gdjs.RuntimeInstanceContainer, objectData: TextInputObjectData ) { super(instanceContainer, objectData); this._string = objectData.content.initialValue; this._placeholder = objectData.content.placeholder; this._fontResourceName = objectData.c...
Is this for clarity of code, or does behavior changes too ?
private _maxLength: integer; private _borderColor: [float, float, float]; private _borderOpacity: float; private _borderWidth: float; private _disabled: boolean; private _readOnly: boolean; private _isSubmitted: boolean; _renderer: TextInputRuntimeObjectRenderer; constructor( ...
@@ -135,7 +135,10 @@ namespace gdjs { this._readOnly = objectData.content.readOnly; this._textAlign = parseTextAlign(objectData.content.textAlign); //textAlign is defaulted to 'left' by the parser if undefined. this._maxLength = objectData.content.maxLength || 0; //maxlength and padding require a d...
Extensions/TextInput/textinputruntimeobject.ts
26
TypeScript
0.286
question
59
51
51
false
Split text input padding into 2 separate properties
7,338
4ian/GDevelop
10,154
JavaScript
NeylMahfouf2608
AlexandreSi
otherProjectFile.fileMetadata.fileIdentifier ); }); } return false; }; const getDashboardItemsToDisplay = ({ project, currentFileMetadata, allDashboardItems, searchText, searchClient, currentPage, orderBy, }: {| project: ?gdProject, currentFileMetadata: ?FileMetadata, allDas...
I don't know if this array should be copied with a destructuring operation because it can be sorted below, affecting both `itemsToDisplay` and `allDashboardItems` I think
otherProjectFile.fileMetadata.fileIdentifier ); }); } return false; }; const getDashboardItemsToDisplay = ({ project, currentFileMetadata, allDashboardItems, searchText, searchClient, currentPage, orderBy, }: {| project: ?gdProject, currentFileMetadata: ?FileMetadata, allDas...
@@ -146,13 +146,7 @@ const getDashboardItemsToDisplay = ({ orderBy: GamesDashboardOrderBy, |}): ?Array<DashboardItem> => { if (!allDashboardItems) return null; - let itemsToDisplay: DashboardItem[] = allDashboardItems.filter( - item => - // First, filter out unsaved games, unless they are the opened pro...
newIDE/app/src/GameDashboard/GamesList.js
26
JavaScript
0.571
suggestion
170
51
51
false
Fix a few issues with displaying projects correctly in the create section
7,349
4ian/GDevelop
10,154
JavaScript
AlexandreSi
ClementPasteau
/** Base parameters for {@link gdjs.Cube3DRuntimeObject} */ export interface Cube3DObjectData extends Object3DData { /** The base parameters of the Cube3D object */ content: Object3DDataContent & { enableTextureTransparency: boolean; facesOrientation: 'Y' | 'Z'; frontFaceResourceName: stri...
You should be able to go back to where content comes from. Long story short, it comes from the project serialized in JSON, meaning that the possible types of this object can only be `null`, `string` or `number`, or an array of those, or a child JSON. So it cannot be a `THREE.Color`. You can find examples in the textIn...
/** Base parameters for {@link gdjs.Cube3DRuntimeObject} */ export interface Cube3DObjectData extends Object3DData { /** The base parameters of the Cube3D object */ content: Object3DDataContent & { enableTextureTransparency: boolean; facesOrientation: 'Y' | 'Z'; frontFaceResourceName: stri...
@@ -24,10 +24,10 @@ namespace gdjs { rightFaceVisible: boolean; topFaceVisible: boolean; bottomFaceVisible: boolean; + color: THREE.Color;
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.786
suggestion
380
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesB...
You will need a getter as well I think.
if (faceIndex === undefined) { return false; } return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAt...
@@ -203,10 +206,13 @@ namespace gdjs { if (this._faceResourceNames[faceIndex] === resourceName) { return; } - this._faceResourceNames[faceIndex] = resourceName; this._renderer.updateFace(faceIndex); } + setCubeColor(color: THREE.Color): void {
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.071
suggestion
39
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesB...
This method is part of a public interface. We don't want to rely THREE objects for inputs. You can check `setFillColor` int he codebase to see how it's done in other objects.
if (faceIndex === undefined) { return false; } return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAt...
@@ -203,10 +206,13 @@ namespace gdjs { if (this._faceResourceNames[faceIndex] === resourceName) { return; } - this._faceResourceNames[faceIndex] = resourceName; this._renderer.updateFace(faceIndex); } + setCubeColor(color: THREE.Color): void {
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.5
suggestion
174
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
} return runtimeObject .getInstanceContainer() .getGame() .getImageManager() .getThreeMaterial(runtimeObject.getFaceAtIndexResourceName(faceIndex), { useTransparentTexture: runtimeObject.shouldUseTransparentTexture(), forceBasicMaterial: runtimeObject._materialT...
Good idea to use a loop! In JS, there's a more elegant way to do this, with a `map`. So you could write: ```js const materials = new Array(6).fill(0).map((_, index) => { return material; }) ```
.getThreeMaterial(runtimeObject.getFaceAtIndexResourceName(faceIndex), { useTransparentTexture: runtimeObject.shouldUseTransparentTexture(), forceBasicMaterial: runtimeObject._materialType === gdjs.Cube3DRuntimeObject.MaterialType.Basic, }); }; class Cube3DRuntimeObj...
@@ -75,14 +80,37 @@ namespace gdjs { ) { const geometry = new THREE.BoxGeometry(1, 1, 1); // TODO (3D) - feature: support color instead of texture? - const materials = [ - getFaceMaterial(runtimeObject, materialIndexToFaceIndex[0]), - getFaceMaterial(runtimeObject, materialIndexToF...
Extensions/3D/Cube3DRuntimeObjectPixiRenderer.ts
26
TypeScript
0.857
suggestion
204
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
}; class Cube3DRuntimeObjectPixiRenderer extends gdjs.RuntimeObject3DRenderer { private _cube3DRuntimeObject: gdjs.Cube3DRuntimeObject; private _boxMesh: THREE.Mesh; constructor( runtimeObject: gdjs.Cube3DRuntimeObject, instanceContainer: gdjs.RuntimeInstanceContainer ) { const g...
This seems unnecessary to me. I feel like you could just do: ```js const material = ... materials.push(material) ``` since `getFaceMaterial` already returns a `MeshBasicMaterial` if no resource
constructor( runtimeObject: gdjs.Cube3DRuntimeObject, instanceContainer: gdjs.RuntimeInstanceContainer ) { const geometry = new THREE.BoxGeometry(1, 1, 1); const materials: THREE.Material[] = new Array(6) .fill(0) .map((_, index) => getFaceMaterial(runtimeObje...
@@ -75,14 +80,36 @@ namespace gdjs { ) { const geometry = new THREE.BoxGeometry(1, 1, 1); // TODO (3D) - feature: support color instead of texture? - const materials = [ - getFaceMaterial(runtimeObject, materialIndexToFaceIndex[0]), - getFaceMaterial(runtimeObject, materialIndexToF...
Extensions/3D/Cube3DRuntimeObjectPixiRenderer.ts
26
TypeScript
0.857
suggestion
201
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
const material: THREE.Material = getFaceMaterial( runtimeObject, materialIndexToFaceIndex[i] ); const basicMaterial: THREE.MeshBasicMaterial = new THREE.MeshBasicMaterial(); basicMaterial.copy(material); materials.push( basicMaterial.map ...
I see `MeshBasicMaterial` as a [color property](https://threejs.org/docs/#api/en/materials/MeshBasicMaterial.color). It doesn't work with this property only? So that is wouldn't impact the geometry attribute?
super(runtimeObject, instanceContainer, boxMesh); this._boxMesh = boxMesh; this._cube3DRuntimeObject = runtimeObject; this.updateSize(); this.updatePosition(); this.updateRotation(); this.updateTint(); } updateTint() { const tints: number[] = []; const nor...
@@ -75,14 +80,36 @@ namespace gdjs { ) { const geometry = new THREE.BoxGeometry(1, 1, 1); // TODO (3D) - feature: support color instead of texture? - const materials = [ - getFaceMaterial(runtimeObject, materialIndexToFaceIndex[0]), - getFaceMaterial(runtimeObject, materialIndexToF...
Extensions/3D/Cube3DRuntimeObjectPixiRenderer.ts
26
TypeScript
0.571
question
209
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
objectProperties .getOrCreate('width') .setValue((objectContent.width || 0).toString()) .setType('number') .setLabel(_('Width')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); objectProperties .getOrCreate('height') ...
I think you can name it simply `color`, we can deduce from the context that it's for the cube
objectProperties .getOrCreate('width') .setValue((objectContent.width || 0).toString()) .setType('number') .setLabel(_('Width')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); objectProperties .getOrCreate('height') ...
@@ -902,6 +903,12 @@ module.exports = { .setLabel(_('Depth')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); + objectProperties + .getOrCreate('cubeColor')
Extensions/3D/JsExtension.js
26
JavaScript
0.357
suggestion
93
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
objectProperties .getOrCreate('width') .setValue((objectContent.width || 0).toString()) .setType('number') .setLabel(_('Width')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); objectProperties .getOrCreate('height') ...
Check for similar attributes (such as `fillColor` in the text input), how it's done
objectProperties .getOrCreate('width') .setValue((objectContent.width || 0).toString()) .setType('number') .setLabel(_('Width')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); objectProperties .getOrCreate('height') ...
@@ -902,6 +903,12 @@ module.exports = { .setLabel(_('Depth')) .setMeasurementUnit(gd.MeasurementUnit.getPixel()) .setGroup(_('Default size')); + objectProperties + .getOrCreate('cubeColor') + .setValue(objectContent.color || (255, 255, 255))
Extensions/3D/JsExtension.js
26
JavaScript
0.357
suggestion
83
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesBi...
Welcome to JS! Can you enter `[1, 2, 3] === [1, 2, 3]` in your browser JS console and see the result?
return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesB...
@@ -203,10 +208,13 @@ namespace gdjs { if (this._faceResourceNames[faceIndex] === resourceName) { return; } - this._faceResourceNames[faceIndex] = resourceName; this._renderer.updateFace(faceIndex); } + setCubeColor(color: string): void { + if (rgbOrHexToRGBColor(color)...
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.5
question
101
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
} /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesBitmask & (1 << faceIndex)) !== 0; } setFace...
You do the operation twice, you could store the result in a variable
return this.isFaceAtIndexVisible(faceIndex); } /** @internal */ isFaceAtIndexVisible(faceIndex): boolean { return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0; } /** @internal */ shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean { return (this._textureRepeatFacesBi...
@@ -203,10 +208,13 @@ namespace gdjs { if (this._faceResourceNames[faceIndex] === resourceName) { return; } - this._faceResourceNames[faceIndex] = resourceName; this._renderer.updateFace(faceIndex); } + setCubeColor(color: string): void { + if (rgbOrHexToRGBColor(color)...
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.286
suggestion
68
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
leftFaceVisible: boolean; rightFaceVisible: boolean; topFaceVisible: boolean; bottomFaceVisible: boolean; tint: string; materialType: 'Basic' | 'StandardWithoutMetalness'; }; } type FaceName = 'front' | 'back' | 'left' | 'right' | 'top' | 'bottom'; const faceNameToBitmaskIn...
`c` to change to `t` or `tc` maybe
leftFaceVisible: boolean; rightFaceVisible: boolean; topFaceVisible: boolean; bottomFaceVisible: boolean; tint: string; materialType: 'Basic' | 'StandardWithoutMetalness'; }; } type FaceName = 'front' | 'back' | 'left' | 'right' | 'top' | 'bottom'; const faceNameToBitmaskIn...
@@ -45,6 +45,7 @@ namespace gdjs { trfb: integer; frn: [string, string, string, string, string, string]; mt: number; + c: number;
Extensions/3D/Cube3DRuntimeObject.ts
26
TypeScript
0.286
suggestion
34
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
* @param resourceName The name of the resource * @param options Set if the material should be transparent or not. * @returns The requested material. */ static async getThreeMaterial( project: gdProject, resourceName: string, { useTransparentTexture, }: {| useTransparentTexture:...
`npm run format` to do in `newIDE/app`
* @param resourceName The name of the resource * @param options Set if the material should be transparent or not. * @returns The requested material. */ static async getThreeMaterial( project: gdProject, resourceName: string, { useTransparentTexture, }: {| useTransparentTexture:...
@@ -583,6 +583,7 @@ export default class PixiResourcesLoader { map: texture, side: useTransparentTexture ? THREE.DoubleSide : THREE.FrontSide, transparent: useTransparentTexture, + vertexColors:true,
newIDE/app/src/ObjectsRendering/PixiResourcesLoader.js
26
JavaScript
0.214
style
38
51
51
false
Tint color for 3D cube
7,354
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
this.updateString(); this.updateFont(); this.updatePlaceholder(); this.updateOpacity(); this.updateInputType(); this.updateTextColor(); this.updateFillColorAndOpacity(); this.updateBorderColorAndOpacity(); this.updateBorderWidth(); this.updateDisabled(); ...
I think you should add the check just as above, making sure that each variable is defined before calling any method on it.
this.updateString(); this.updateFont(); this.updatePlaceholder(); this.updateOpacity(); this.updateInputType(); this.updateTextColor(); this.updateFillColorAndOpacity(); this.updateBorderColorAndOpacity(); this.updateBorderWidth(); this.updateDisabled(); ...
@@ -119,6 +119,8 @@ namespace gdjs { if (!this._input) return; this._input.remove(); this._input = null; + this._form?.remove();
Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
26
TypeScript
0.429
suggestion
122
51
51
false
FIX the destroy of the form, "is submitted" condition icon, and readonly & disable feature
7,363
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
this.updateString(); this.updateFont(); this.updatePlaceholder(); this.updateOpacity(); this.updateInputType(); this.updateTextColor(); this.updateFillColorAndOpacity(); this.updateBorderColorAndOpacity(); this.updateBorderWidth(); this.updateDisabled(); ...
nitpicking: either use `?.` for the input too or use `!this._form`, but be consistent between the twos.
this.updateString(); this.updateFont(); this.updatePlaceholder(); this.updateOpacity(); this.updateInputType(); this.updateTextColor(); this.updateFillColorAndOpacity(); this.updateBorderColorAndOpacity(); this.updateBorderWidth(); this.updateDisabled(); ...
@@ -119,6 +119,8 @@ namespace gdjs { if (!this._input) return; this._input.remove(); this._input = null; + this._form?.remove();
Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
26
TypeScript
0.571
nitpick
103
51
51
false
FIX the destroy of the form, "is submitted" condition icon, and readonly & disable feature
7,363
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
] ); const mediaItems = React.useMemo( () => getProductMediaItems({ product: assetPack, productListingData: privateAssetPackListingData, shouldSimulateAppStoreProduct: simulateAppStoreProduct, }), [assetPack, privateAssetPackListingData, simulateAppStoreProduct] );...
It feels a bit light as a check to decide if the object is a smart object. If we add 3D particle emitters or 3D cubes in a pack, it will display them as a smart objects.
] ); const mediaItems = React.useMemo( () => getProductMediaItems({ product: assetPack, productListingData: privateAssetPackListingData, shouldSimulateAppStoreProduct: simulateAppStoreProduct, }), [assetPack, privateAssetPackListingData, simulateAppStoreProduct] );...
@@ -521,6 +521,23 @@ const PrivateAssetPackInformationPage = ({ { subscription, privateAssetPackListingData, isAlreadyReceived } ); + const smartObjectsCount = React.useMemo( + () => { + if (!assetPack) { + return 0; + } + let smartObjectsCount = 0; + for (const type in assetPac...
newIDE/app/src/AssetStore/PrivateAssets/PrivateAssetPackInformationPage.js
26
JavaScript
0.357
suggestion
169
51
51
false
Allow to swap assets of any object type
7,365
4ian/GDevelop
10,154
JavaScript
AlexandreSi
D8H
? () => onOpenGameManager({ game, widgetToScrollTo: 'projects' }) : undefined, }); } // Delete actions. // Don't allow removing project if opened, as it would not result in any change in the list. // (because an ope...
I think better english is `in the last 7 days`
: undefined, }); } // Delete actions. // Don't allow removing project if opened, as it would not result in any change in the list. // (because an opened project is always displayed) if (isCurrentProjectOpened || projectsList.length > 1) { ...
@@ -513,9 +518,34 @@ const GameDashboardCard = ({ // Extract word translation to ensure it is not wrongly translated in the sentence. const translatedConfirmText = i18n._(t`delete`); + const hasPlayerMessage = countOfSessionsLastWeek + ? t`${countOfSes...
newIDE/app/src/GameDashboard/GameDashboardCard.js
26
JavaScript
0.286
suggestion
46
51
51
false
Add a clearer warning before the deletion of a game and a project.
7,368
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Bouh
// Delete actions. // Don't allow removing project if opened, as it would not result in any change in the list. // (because an opened project is always displayed) if (isCurrentProjectOpened || projectsList.length > 1) { // No delete action possible. } else {...
I would change the text because here you can have a case: `You're deleting a game that has: ... - is published` I would suggest: `You're deleting a game which: - has x views... - is published...`
// (because an opened project is always displayed) if (isCurrentProjectOpened || projectsList.length > 1) { // No delete action possible. } else { if (actions.length > 0) { actions.push({ type: 'separator', }); ...
@@ -513,9 +518,34 @@ const GameDashboardCard = ({ // Extract word translation to ensure it is not wrongly translated in the sentence. const translatedConfirmText = i18n._(t`delete`); + const hasPlayerMessage = countOfSessionsLastWeek + ? t`${countOfSes...
newIDE/app/src/GameDashboard/GameDashboardCard.js
26
JavaScript
0.643
suggestion
209
51
51
false
Add a clearer warning before the deletion of a game and a project.
7,368
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Bouh
const isTopLevel = depth === 0; let nodeId; if (!parentNodeId) { if (isInherited) { nodeId = `${inheritedPrefix}${name}`; } else { nodeId = name; } } else { nodeId = `${parentNodeId}${separator}${name}`; } const parentType = parent...
<img width="778" alt="image" src="https://github.com/user-attachments/assets/1e880ce8-1329-45da-84a6-e0c40e3e7653" />
const isTopLevel = depth === 0; let nodeId; if (!parentNodeId) { if (isInherited) { nodeId = `${inheritedPrefix}${name}`; } else { nodeId = name; } } else { nodeId = `${parentNodeId}${separator}${name}`; } const parentType = parent...
@@ -1444,6 +1448,14 @@ const VariablesList = React.forwardRef<Props, VariablesListInterface>( props.inheritedVariablesContainer && props.inheritedVariablesContainer.has(name); + const typeErrorMessage = + parentType === gd.Variable.Array && + parentVariable && + parentVaria...
newIDE/app/src/VariablesList/VariablesList.js
26
JavaScript
0.429
suggestion
119
51
51
false
Add a warning on array children with inconsistent type
7,376
4ian/GDevelop
10,154
JavaScript
4ian
D8H
const redHeroImage = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAAEACAMAAABrrFhUAAAABGdBTUEAALGPC/xhBQAAAAFzUkdCAK7OHOkAAAAJcEhZcwAACxMAAAsTAQCanBgAAALuUExURUdwTBgQPBkQOxkQPRgQPRkRPRgQPBkRPRQQQBgQPBgQOhoRPhkRPRgQPBkQPBgQPRkQPRkQPRkQPBkQPRkSPRkSPBgRPRkQPhYQPRkQPhgQOv///////////+7t8BkRPQAAAP///+1ZTupWSfJgWPFfVv...
Put this into the namespace, otherwise the esbuild transpilation will create this as a global variable. (we're sadly not using modules)
/* * GDevelop JS Platform * Copyright 2013-2025 Florian Rival (Florian.Rival@gmail.com). All rights reserved. * This project is released under the MIT License. */ namespace gdjs { const logger = new gdjs.Logger('InAppTutorialMessage'); const padding = '20px'; const redHeroImage = 'data:image/png;base64,iV...
@@ -0,0 +1,185 @@ +const redHeroImage =
GDJS/Runtime/InAppTutorialMessage.tsx
1
TypeScript
0.357
suggestion
138
26
26
false
Add possibility to display message in the preview when an in-app tutorial is running
7,379
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
_loadFont(); _container = ( <div id={containerId} style={{ ...styles.container, ...containerPositionStyle }} > <div style={styles.avatarContainer}> <div style={{ ...styles.messageContainer, ...messageCon...
it can't be null/undefined here, no?
_loadFont(); _container = ( <div id={containerId} style={{ ...styles.container, ...containerPositionStyle }} > <div style={styles.avatarContainer}> <div style={{ ...styles.messageContainer, ...messageCont...
@@ -0,0 +1,185 @@ +const redHeroImage = + 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAAEACAMAAABrrFhUAAAABGdBTUEAALGPC/xhBQAAAAFzUkdCAK7OHOkAAAAJcEhZcwAACxMAAAsTAQCanBgAAALuUExURUdwTBgQPBkQOxkQPRgQPRkRPRgQPBkRPRQQQBgQPBgQOhoRPhkRPRgQPBkQPBgQPRkQPRkQPRkQPBkQPRkSPRkSPBgRPRkQPhYQPRkQPhgQOv///////////+7t8BkRPQAAAP...
GDJS/Runtime/InAppTutorialMessage.tsx
26
TypeScript
0.214
question
36
30
31
false
Add possibility to display message in the preview when an in-app tutorial is running
7,379
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
.setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ i...
I think in english it's a single word usually: ```suggestion _('Set crossfade duration'), _('Set the crossfade duration when switching to a new animation.'), 'Set crossfade duration of _PARAM0_ to _PARAM1_', ```
.setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ i...
@@ -800,6 +800,20 @@ module.exports = { .markAsSimple() .setHidden() .setFunctionName('hasAnimationEnded'); + + object + .addScopedAction( + 'SetCrossfadeDuration', + _('Set cross fade duration'), + _('Set the duration of the cross fading between two ani...
Extensions/3D/JsExtension.js
26
JavaScript
0.786
suggestion
248
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
_('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ is finished'), _('Animations and images'), 'res/conditions/animation24.png', 'res/conditions/animation.png...
```suggestion .addParameter('number', _('Crossfade duration'), '', false) ```
_('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ is finished'), _('Animations and images'), 'res/conditions/animation24.png', 'res/conditions/animation.png...
@@ -800,6 +800,20 @@ module.exports = { .markAsSimple() .setHidden() .setFunctionName('hasAnimationEnded'); + + object + .addScopedAction( + 'SetCrossfadeDuration', + _('Set cross fade duration'), + _('Set the duration of the cross fading between two ani...
Extensions/3D/JsExtension.js
26
JavaScript
0.571
suggestion
87
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
/** GDevelop - Particle System Extension Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com) This project is released under the MIT License. */ #include "Model3DObjectConfiguration.h" #include "GDCore/CommonTools.h" #include "GDCore/IDE/Project/ArbitraryResourceWorker.h" #include "GDCore/Project/InitialI...
Nitpicking, here and everywhere: `crossfadeDuration` (your PR contains a mix of crossFade and crossfade). Let's use crossfade everywhere it's possible.
/** GDevelop - Particle System Extension Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com) This project is released under the MIT License. */ #include "Model3DObjectConfiguration.h" #include "GDCore/CommonTools.h" #include "GDCore/IDE/Project/ArbitraryResourceWorker.h" #include "GDCore/Project/InitialI...
@@ -23,7 +23,7 @@ Model3DObjectConfiguration::Model3DObjectConfiguration() : width(100), height(100), depth(100), rotationX(0), rotationY(0), rotationZ(0), modelResourceName(""), materialType("StandardWithoutMetalness"), originLocation("ModelOrigin"), centerLocation("ModelOrigin"), - keepAspectR...
Extensions/3D/Model3DObjectConfiguration.cpp
26
C++
0.571
suggestion
151
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
type Model3DObjectNetworkSyncData = Object3DNetworkSyncData & Model3DObjectNetworkSyncDataType; /** Base parameters for {@link gdjs.Cube3DRuntimeObject} */ export interface Model3DObjectData extends Object3DData { /** The base parameters of the Model3D object */ content: Object3DDataContent & { ...
Same everywhere: crossfadeDuration
type Model3DObjectNetworkSyncData = Object3DNetworkSyncData & Model3DObjectNetworkSyncDataType; /** Base parameters for {@link gdjs.Cube3DRuntimeObject} */ export interface Model3DObjectData extends Object3DData { /** The base parameters of the Model3D object */ content: Object3DDataContent & { ...
@@ -36,6 +37,7 @@ namespace gdjs { | 'BottomCenterZ' | 'BottomCenterY'; animations: Model3DAnimation[]; + crossFadeDuration: float;
Extensions/3D/Model3DRuntimeObject.ts
26
TypeScript
0.071
suggestion
34
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
.setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ i...
@NeylMahfouf2608 This must be translated too with _('')
.setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ i...
@@ -800,6 +800,20 @@ module.exports = { .markAsSimple() .setHidden() .setFunctionName('hasAnimationEnded'); + + object + .addScopedAction( + 'SetCrossfadeDuration', + _('Set crossfade duration'), + _('Set the crossfade duration when switching to a new an...
Extensions/3D/JsExtension.js
26
JavaScript
0.214
suggestion
55
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ is finished'), _('Animations and images'), 'res/c...
Let's use another icon. This action is not related to a 3D box, this will be confusing.
object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ), _('The animation of _PARAM0_ is finished'), _('Animations and images'), 'res/c...
@@ -800,6 +800,20 @@ module.exports = { .markAsSimple() .setHidden() .setFunctionName('hasAnimationEnded'); + + object + .addScopedAction( + 'SetCrossfadeDuration', + _('Set crossfade duration'), + _('Set the crossfade duration when switching to a new an...
Extensions/3D/JsExtension.js
26
JavaScript
0.286
suggestion
87
51
51
false
add a crossfade duration property to 3d models and an action to set it
7,386
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
.markAsSimple() .setHidden() .setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ...
I think it's better if you put the unit in the parameter label, rather than on the action label
.markAsSimple() .setHidden() .setFunctionName('isAnimationPaused'); // Deprecated object .addCondition( 'HasAnimationEnded', _('Animation finished'), _( 'Check if the animation being played by the Sprite object is finished.' ...
@@ -804,12 +804,12 @@ module.exports = { object .addScopedAction( 'SetCrossfadeDuration', - _('Set crossfade duration'), + _('Set crossfade duration (in seconds)'),
Extensions/3D/JsExtension.js
26
JavaScript
0.286
nitpick
95
51
51
false
fix crossfade icon, crossfade property and add unit
7,390
4ian/GDevelop
10,154
JavaScript
AlexandreSi
NeylMahfouf2608
currentProjectRef, eventsFunctionsExtensionsState, setHasProjectOpened, setState, sealUnsavedChanges, ] ); const loadFromProject = React.useCallback( async (project: gdProject, fileMetadata: ?FileMetadata): Promise<State> => { let updatedFileMetadata: ?FileMetadata = fil...
Would need a comment explaining why the heck we would need to update the fileMetadata despite being passed to us (us = the function). Is this our job? Is this the caller job? I don't mind fixing something on the fly, but we need to document this in a function called "patchFileMetadataWithProjectInfoIfNeeded" to mak...
editorTabs: closeProjectTabs(state.editorTabs, currentProject), })); // Delete the project from memory. All references to it have been dropped previously // by the setState. console.info('Deleting project from memory...'); eventsFunctionsExtensionsState.unloadProjectEventsFunction...
@@ -854,7 +854,15 @@ const MainFrame = (props: Props) => { const loadFromProject = React.useCallback( async (project: gdProject, fileMetadata: ?FileMetadata): Promise<State> => { - if (fileMetadata) { + let updatedFileMetadata: ?FileMetadata = fileMetadata
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.429
suggestion
434
51
51
false
Fix correctly setting gameId and name when opening from project file
7,392
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
); // Musics are played with the html5 backend, that is not compatible with spatialization. this._musics[channel] = music; music.once('play', () => { if (this._paused) { music.pause(); this._pausedSounds.push(music); } }); music.play(); } ...
maybe a little comm explaining we're storing the settings so it can be configured when a sound is created on the same frame? Or something like that? I'm not 100% sure why this is needed
); // Musics are played with the html5 backend, that is not compatible with spatialization. this._musics[channel] = music; music.once('play', () => { if (this._paused) { music.pause(); this._pausedSounds.push(music); } }); music.play(); } ...
@@ -746,6 +757,23 @@ namespace gdjs { return this._musics[channel] || null; } + setSoundSpatialPositionOnChannel( + channel: number, + x: number, + y: number, + z: number + ) { + const sound = this.getSoundOnChannel(channel); + if (sound && !sound.paused()) sound.setSpa...
GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts
26
TypeScript
0.357
suggestion
186
51
51
false
Fix spatial sound setting if sound not playing yet
7,393
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
music.pause(); this._pausedSounds.push(music); } }); music.play(); } getMusicOnChannel(channel: integer): HowlerSound | null { return this._musics[channel] || null; } setSoundSpatialPositionOnChannel( channel: number, x: number, y: number...
should the last part be more "if actions are in the wrong order, the spatial position will not apply to the sound that hasn't started playing yet"
music.pause(); this._pausedSounds.push(music); } }); music.play(); } getMusicOnChannel(channel: integer): HowlerSound | null { return this._musics[channel] || null; } setSoundSpatialPositionOnChannel( channel: number, x: number, y: number...
@@ -746,6 +757,29 @@ namespace gdjs { return this._musics[channel] || null; } + setSoundSpatialPositionOnChannel( + channel: number, + x: number, + y: number, + z: number + ) { + const sound = this.getSoundOnChannel(channel); + if (sound && !sound.paused()) sound.setSpa...
GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts
26
TypeScript
0.429
bug
146
51
51
false
Fix spatial sound setting if sound not playing yet
7,393
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
registerEditorConfigurations: function (objectsEditorService) { objectsEditorService.registerEditorConfiguration( 'Lighting::LightObject', objectsEditorService.getDefaultObjectJsImplementationPropertiesEditor({ helpPagePath: '/all-features/lighting/reference', }) ); }, /** * ...
is it OK to create the Graphics outside of the constructor? I'm worried this may cause issues 🤔
registerEditorConfigurations: function (objectsEditorService) { objectsEditorService.registerEditorConfiguration( 'Lighting::LightObject', objectsEditorService.getDefaultObjectJsImplementationPropertiesEditor({ helpPagePath: '/all-features/lighting/reference', }) ); }, /** * ...
@@ -235,7 +235,8 @@ module.exports = { class RenderedLightObjectInstance extends RenderedInstance { _radius = 0; _color = 0; - _radiusGraphics = null; + /** The circle to show the radius of the light */ + _radiusGraphics = new PIXI.Graphics();
Extensions/Lighting/JsExtension.js
26
JavaScript
0.286
suggestion
96
51
51
false
Upgrade to TypeScript 5.4.5
7,394
4ian/GDevelop
10,154
JavaScript
ClementPasteau
D8H
variant: 'normal', weight: 'normal', unicodeRange: 'U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+0304, U+0308, U+0329, U+2000-206F, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD', display: 'swap', } ) ...
Should you store a reference to it to avoid re-creating it each time _loadStylesheet is called?
new FontFace( 'Fira Sans', "url(https://fonts.gstatic.com/s/firasans/v17/va9E4kDNxMZdWfMOD5Vvl4jLazX3dA.woff2) format('woff2')", { variant: 'normal', weight: 'normal', unicodeRange: 'U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+...
@@ -108,7 +109,7 @@ namespace gdjs { .then((fontFace) => document.fonts.add(fontFace)); }; - const _loadStyles = () => { + const _loadStyleSheet = () => { const adhocStyle = document.createElement('style');
GDJS/Runtime/InAppTutorialMessage.tsx
26
TypeScript
0.286
question
95
51
51
false
Refresh in app tutorial message in preview when hot reloading preview
7,407
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
if (!domElementContainer) { return; } if (_container) { domElementContainer.removeChild(_container); _container = null; if (!message) return; } const messageContent = document.createElement('div'); messageContent.id = messageContentId; messageC...
Maybe make this method do nothing if fonts are already loaded.
/** * When undefined, removes the current message. */ message: string | undefined, position: string ) => { const domElementContainer = getDomElementContainer(runtimeGame); if (!domElementContainer) { return; } if (_container) { domElementConta...
@@ -177,12 +167,39 @@ namespace gdjs { messageContainerPositionStyle.transform = 'translateY(calc(-100% - 10px))'; } + return { containerPositionStyle, messageContainerPositionStyle }; + }; + + export const displayInAppTutorialMessage = ( + runtimeGame: gdjs.RuntimeGame, + ...
GDJS/Runtime/InAppTutorialMessage.tsx
26
TypeScript
0.214
suggestion
62
51
51
false
Refresh in app tutorial message in preview when hot reloading preview
7,407
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
new FontFace( 'Fira Sans', "url(https://fonts.gstatic.com/s/firasans/v17/va9E4kDNxMZdWfMOD5Vvl4jLazX3dA.woff2) format('woff2')", { variant: 'normal', weight: 'normal', unicodeRange: 'U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+...
You can async/await and set a boolean when finished
const _loadFonts = async () => { if (_areFontsLoaded) return; const fontFaces = await Promise.all([ new FontFace( 'Fira Sans', "url(https://fonts.gstatic.com/s/firasans/v17/va9E4kDNxMZdWfMOD5Vvl4jLazX3dA.woff2) format('woff2')", { variant: 'normal', ...
@@ -108,7 +109,7 @@ namespace gdjs { .then((fontFace) => document.fonts.add(fontFace));
GDJS/Runtime/InAppTutorialMessage.tsx
26
TypeScript
0.214
suggestion
52
51
51
false
Refresh in app tutorial message in preview when hot reloading preview
7,407
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
const oldProjectData: ProjectData = gdjs.projectData; const oldInAppTutorialMessageInPreview = gdjs.runtimeGameOptions.inAppTutorialMessageInPreview; const oldScriptFiles = gdjs.runtimeGameOptions .scriptFiles as RuntimeGameOptionsScriptFile[]; oldScriptFiles.forEach((scriptFi...
I'm a bit uneasy at this patching of a private variable + patching of _options. Could we rather call a method, like `runtimeGame.displayInAppTutorialMessage(...)`?
const oldProjectData: ProjectData = gdjs.projectData; const oldScriptFiles = gdjs.runtimeGameOptions .scriptFiles as RuntimeGameOptionsScriptFile[]; oldScriptFiles.forEach((scriptFile) => { this._alreadyLoadedScriptFiles[scriptFile.path] = true; }); const oldBehaviorCons...
@@ -174,6 +176,17 @@ namespace gdjs { const newRuntimeGameOptions: RuntimeGameOptions = gdjs.runtimeGameOptions; + this._runtimeGame._displayMessageInPreview =
GDJS/Runtime/debugger-client/hot-reloader.ts
26
TypeScript
0.571
question
164
51
51
false
Refresh in app tutorial message in preview when hot reloading preview
7,407
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
* This has nothing to do with `_paused`. */ _hasJustResumed: boolean = false; //Inputs : _inputManager: InputManager; /** * Allow to specify an external layout to insert in the first scene. */ _injectExternalLayout: any; _options: RuntimeGameOptions; /** * The map...
This boolean is a bit weird, it acts as "show it once" but it's not super clear when reading its name. Do we really need it?
* This has nothing to do with `_paused`. */ _hasJustResumed: boolean = false; //Inputs : _inputManager: InputManager; /** * Allow to specify an external layout to insert in the first scene. */ _injectExternalLayout: any; _options: RuntimeGameOptions; /** * The map...
@@ -191,6 +191,7 @@ namespace gdjs { _sessionMetricsInitialized: boolean = false; _disableMetrics: boolean = false; _isPreview: boolean; + _displayMessageInPreview: boolean = false;
GDJS/Runtime/runtimegame.ts
26
TypeScript
0.357
question
126
51
51
false
Refresh in app tutorial message in preview when hot reloading preview
7,407
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
// to automatically log the user in the frame, // or notify it the user is not connected (or just disconnected). // $FlowFixMe - we know it's an iframe. const iframe: ?HTMLIFrameElement = document.getElementById( GAMES_PLATFORM_IFRAME_ID ); if (!iframe || !iframe.contentWind...
if you want to keep those console.log() maybe turn them into console.info() or remove
// to automatically log the user in the frame, // or notify it the user is not connected (or just disconnected). // $FlowFixMe - we know it's an iframe. const iframe: ?HTMLIFrameElement = document.getElementById( GAMES_PLATFORM_IFRAME_ID ); if (!iframe || !iframe.contentWind...
@@ -310,59 +385,44 @@ const GamesPlatformFrameStateProvider = ({ [handleIframeMessage] ); - const sendTokenToIframeIfConnected = React.useCallback( + const { userCustomToken } = useUserCustomToken(); + + const sendUserCustomTokenToFrame = React.useCallback( async () => { - if (iframeLoaded && use...
newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrameContext.js
26
JavaScript
0.286
suggestion
85
51
51
false
Prepare custom token to speed up embedded game frame login
7,423
4ian/GDevelop
10,154
JavaScript
ClementPasteau
4ian
let rewardedVideoLoading = false; // Becomes true when the video is loading. let rewardedVideoReady = false; // Becomes true when the video is loaded and ready to be shown. let rewardedVideoShowing = false; // Becomes true when the video is showing. let rewardedVideoRewardReceived = false; // Becomes tr...
I wonder if it's a good idea to delay this by 2 seconds, and offer: - an action to cancel automatic consent dialog/tracking authorization display. - an action to do it manually. So that if I want to postpone this (because it's better if my player plays a bit or click a button in the menu, so I have the opportunity...
let rewardedVideoLoading = false; // Becomes true when the video is loading. let rewardedVideoReady = false; // Becomes true when the video is loaded and ready to be shown. let rewardedVideoShowing = false; // Becomes true when the video is showing. let rewardedVideoRewardReceived = false; // Becomes tr...
@@ -108,22 +109,53 @@ namespace gdjs { let rewardedVideoRewardReceived = false; // Becomes true when the video is closed and the reward is received. let rewardedVideoErrored = false; // Becomes true when the video fails to load. - let npaValue = '0'; // TODO: expose an API to change this and also an auto...
Extensions/AdMob/admobtools.ts
26
TypeScript
0.5
security
486
51
51
false
Handle displaying consent for admob on iOS
7,431
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
'SetTestMode', _('Enable test mode'), _( 'Activate or deactivate the test mode ("development" mode).\n' + 'When activated, tests ads will be served instead of real ones.\n' + '\n' + 'It is important to enable test ads during development so that you c...
```suggestion 'Prevent AdMob from initializing automatically. You will need to call the "Initialize AdMob" action instead.\n' + ```
'SetTestMode', _('Enable test mode'), _( 'Activate or deactivate the test mode ("development" mode).\n' + 'When activated, tests ads will be served instead of real ones.\n' + '\n' + 'It is important to enable test ads during development so that you c...
@@ -93,6 +93,41 @@ module.exports = { .setIncludeFile('Extensions/AdMob/admobtools.js') .setFunctionName('gdjs.adMob.setTestMode'); + extension + .addAction( + 'PreventAdmobAutoInitialization', + _('Prevent Admob auto initialization'), + _( + 'Prevent Admob from ini...
Extensions/AdMob/JsExtension.js
26
JavaScript
0.786
suggestion
143
51
51
false
Handle displaying consent for admob on iOS
7,431
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
.addParameter('yesorno', _('Enable test mode?'), '', false) .getCodeExtraInformation() .setIncludeFile('Extensions/AdMob/admobtools.js') .setFunctionName('gdjs.adMob.setTestMode'); extension .addAction( 'PreventAdmobAutoInitialization', _('Prevent Admob auto initializa...
Everywhere for user facing texts: AdMob (keep Admob for code, because it's camelCase and we consider "admob" as a single word)
.addParameter('yesorno', _('Enable test mode?'), '', false) .getCodeExtraInformation() .setIncludeFile('Extensions/AdMob/admobtools.js') .setFunctionName('gdjs.adMob.setTestMode'); extension .addAction( 'PreventAdmobAutoInitialization', _('Prevent AdMob auto initializa...
@@ -93,6 +93,41 @@ module.exports = { .setIncludeFile('Extensions/AdMob/admobtools.js') .setFunctionName('gdjs.adMob.setTestMode'); + extension + .addAction( + 'PreventAdmobAutoInitialization', + _('Prevent Admob auto initialization'), + _( + 'Prevent Admob from ini...
Extensions/AdMob/JsExtension.js
26
JavaScript
0.429
suggestion
129
51
51
false
Handle displaying consent for admob on iOS
7,431
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
return sound; } /** * Creates a new gdjs.HowlerSound using preloaded/cached Howl instances. * @param soundName The name of the file or resource to play. * @param isMusic True if a music, false if a sound. * @param volume Between 0 and 1. * @param loop True if it should be played ...
here it seems the logic has changed, it's using resource (so `resource.file`) where it used to be that or `soundName` if not defined. The resource is created from the soundName, I'm actually unsure if this case can happen or not
} /** * Creates a new gdjs.HowlerSound using preloaded/cached Howl instances. * @param soundName The name of the file or resource to play. * @param isMusic True if a music, false if a sound. * @param volume Between 0 and 1. * @param loop True if it should be played looping. * @par...
@@ -539,11 +586,12 @@ namespace gdjs { howl = new Howl( Object.assign( { - src: [this._resourceLoader.getFullUrl(fileName)], + src: this._getSoundUrlsFromResource(resource),
GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts
26
TypeScript
0.643
suggestion
229
51
51
false
Incapsulate logic of getting file url in Sound manager
7,433
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ViktorVovk
const initializeGDevelopJs = require('../../Binaries/embuild/GDevelop.js/libGD.js'); const { makeMinimalGDJSMock } = require('../TestUtils/GDJSMocks.js'); const { generateCompiledEventsForLayout, } = require('../TestUtils/CodeGenerationHelpers.js'); describe('libGD.js - GDJS Code Generation integration tests', funct...
@D8H can you generate an additional test case that checks if we can iterate on an object variable (i.e: iterate on `MyObject.MyObjectVariable` itself?)
actions: [], events: [ { type: 'BuiltinCommonInstructions::ForEachChildVariable', iterableVariableName: 'MyVariableB', valueIteratorVariableName: 'childB', keyIteratorVariableName: '', conditions: [], actions: [ ...
@@ -709,4 +709,185 @@ describe('libGD.js - GDJS Code Generation integration tests', function () { .hasChild('MyChildB') ).toBe(false); }); + + it('can generate a "for each child variable" event with scene variables', function () { + scene.getVariables().insertNew('Counter', 0).setValue(0); + sce...
GDevelop.js/__tests__/GDJSSceneVariableCodeGenerationIntegrationTests.js
26
JavaScript
0.5
suggestion
151
713
51
false
Fix access to object in variable expressions of "for each child variable" loops
7,435
4ian/GDevelop
10,154
JavaScript
4ian
D8H
value="Boolean" label={t`Boolean (checkbox)`} /> <SelectOption key="property-type-choice" ...
I wonder if we should call this MultilineString, because: - "Text Area" is a UI result - Whereas "MultilineString" is more a data type.
value="Boolean" label={t`Boolean (checkbox)`} /> <SelectOption key="property-type-choice" ...
@@ -754,6 +754,11 @@ export default function EventsBasedBehaviorPropertiesEditor({ value="KeyboardKey" label={t`Keyboard key (text)`} /> + <SelectOption +...
newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js
26
JavaScript
0.571
suggestion
139
51
51
false
Allow custom objects to declare multi-line text properties
7,436
4ian/GDevelop
10,154
JavaScript
4ian
D8H
const showProjectNeedToBeSaved = useProjectNeedToBeSavedAlertDialog( resourceManagementProps.canInstallPrivateAsset ); return async ( assetShortHeader: AssetShortHeader ): Promise<InstallAssetOutput | null> => { try { if (await showProjectNeedToBeSaved(assetShortHeader)) { return null...
```suggestion message: t`Please upgrade the editor to the latest version.`, ```
const showProjectNeedToBeSaved = useProjectNeedToBeSavedAlertDialog( resourceManagementProps.canInstallPrivateAsset ); return async ( assetShortHeader: AssetShortHeader ): Promise<InstallAssetOutput | null> => { try { if (await showProjectNeedToBeSaved(assetShortHeader)) { return null...
@@ -161,6 +161,16 @@ export const useInstallAsset = ({ project, } ); + if ( + requiredExtensionInstallation.incompatibleWithIdeExtensionShortHeaders + .length > 0 + ) { + showAlert({ + title: t`Could not install the asset`, + message: t`Pleas...
newIDE/app/src/AssetStore/NewObjectDialog.js
26
JavaScript
0.571
suggestion
91
51
51
false
Forbid to install assets or behaviors from extensions incompatible with the editor
7,441
4ian/GDevelop
10,154
JavaScript
4ian
D8H
if (installAssetOutput) onObjectsAddedFromAssets(installAssetOutput.createdObjects); return !!installAssetOutput; }, [installAsset, onObjectsAddedFromAssets] ); const onInstallEmptyCustomObject = React.useCallback( async (enumeratedObjectMetadata: EnumeratedObjectMetadata) => { ...
```suggestion message: t`Please upgrade the editor to the latest version.`, ```
if (installAssetOutput) onObjectsAddedFromAssets(installAssetOutput.createdObjects); return !!installAssetOutput; }, [installAsset, onObjectsAddedFromAssets] ); const onInstallEmptyCustomObject = React.useCallback( async (enumeratedObjectMetadata: EnumeratedObjectMetadata) => { ...
@@ -331,6 +341,16 @@ function NewObjectDialog({ project, } ); + if ( + requiredExtensionInstallation.incompatibleWithIdeExtensionShortHeaders + .length > 0 + ) { + showAlert({ + title: t`Could not install the asset`, + mes...
newIDE/app/src/AssetStore/NewObjectDialog.js
26
JavaScript
0.571
suggestion
93
51
51
false
Forbid to install assets or behaviors from extensions incompatible with the editor
7,441
4ian/GDevelop
10,154
JavaScript
4ian
D8H
|}; export type UserCourseProgress = {| userId: string, courseId: string, progress: {| chapterId: string, completedTasks: number[] |}[], |}; export type Environment = 'staging' | 'live'; export const client = axios.create({ baseURL: GDevelopAssetApi.baseUrl, }); export const isAssetPackAudioOnly = (assetPac...
```suggestion export const isCompatibleWithGDevelopVersion = ( ```
|}; export type UserCourseProgress = {| userId: string, courseId: string, progress: {| chapterId: string, completedTasks: number[] |}[], |}; export type Environment = 'staging' | 'live'; export const client = axios.create({ baseURL: GDevelopAssetApi.baseUrl, }); export const isAssetPackAudioOnly = (assetPac...
@@ -243,10 +243,10 @@ export const doesAssetPackContainAudio = ( */ export const isCompatibleWithAsset = (
newIDE/app/src/Utils/GDevelopServices/Asset.js
26
JavaScript
0.571
suggestion
68
51
51
false
Forbid to install assets or behaviors from extensions incompatible with the editor
7,441
4ian/GDevelop
10,154
JavaScript
4ian
D8H
const [holes, setHoles] = React.useState([]); const updateHoles = React.useCallback( () => { const newHoles = elements.map(element => { const { top, left, width, height } = element.getBoundingClientRect(); return { top, left, width, height, ...
those event listeners are OK but seem not enough, especially on mobile or when the window keep scrolling with momentum, so the interval below is here to help catching up
const [holes, setHoles] = React.useState([]); const updateHoles = React.useCallback( () => { const newHoles = elements.map(element => { const { top, left, width, height } = element.getBoundingClientRect(); return { top, left, width, height, ...
@@ -0,0 +1,87 @@ +// @flow +import * as React from 'react'; +import { aboveMaterialUiMaxZIndex } from '../UI/MaterialUISpecificUtil'; +import { useInterval } from '../Utils/UseInterval'; + +const blockingLayerZIndex = aboveMaterialUiMaxZIndex; +export const itemAboveBlockingLayerZIndex = blockingLayerZIndex + 1; + +typ...
newIDE/app/src/InAppTutorial/BlockingLayerWithHoles.js
26
JavaScript
0.357
suggestion
169
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
elementWithValueToWatchIfChanged ? 1000 : null ); useInterval( watchInputEquals, elementWithValueToWatchIfEquals ? 1000 : null ); useInterval( watchSceneInstanceChanges, objectSceneInstancesToWatch ? 500 : null ); useInterval(watchSceneObjects, sceneObjectCountToWat...
small improvement to hide the Tooltip & Highlighter when the user has either finished or trying to quit. This also allows not to show the blocking layer in those cases
watchInputChanges, elementWithValueToWatchIfChanged ? 1000 : null ); useInterval( watchInputEquals, elementWithValueToWatchIfEquals ? 1000 : null ); useInterval( watchSceneInstanceChanges, objectSceneInstancesToWatch ? 500 : null ); useInterval(watchSceneObjec...
@@ -1047,14 +1090,19 @@ const InAppTutorialOrchestrator = React.forwardRef< useInterval(watchSceneObjects, sceneObjectCountToWatch ? 1000 : null); useInterval( watchDomForNextStepTrigger, - currentStep && currentStep.isTriggerFlickering ? 500 : null + currentStep && currentStep.isTriggerFlick...
newIDE/app/src/InAppTutorial/InAppTutorialOrchestrator.js
26
JavaScript
0.429
suggestion
168
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
const errors = checkInAppTutorialFileJsonSchema(inAppTutorial); if (errors.length) { console.error( "Guided lesson file doesn't respect the format. See errors:", errors ); Window.showMessageBox( "Guided lesson file doesn't respect the format. Check devel...
this is to ease testing when loading a JSON and avoid having a warning "You're leaving without save" even when it's finished
}); if (!filePath) return; const inAppTutorial = await readJSONFile(filePath); const errors = checkInAppTutorialFileJsonSchema(inAppTutorial); if (errors.length) { console.error( "Guided lesson file doesn't respect the format. See errors:", errors ); ...
@@ -126,7 +126,10 @@ const InAppTutorialProvider = (props: Props) => { tutorialId: inAppTutorial.id, initialProjectData: inAppTutorial.initialProjectData || {}, initialStepIndex: 0, - inAppTutorial, + inAppTutorial: { + ...inAppTutorial, + isMiniTutorial: true,...
newIDE/app/src/InAppTutorial/InAppTutorialProvider.js
26
JavaScript
0.429
suggestion
124
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
/> ); return ( <Column noMargin> {titleAndDescription} {imageAndButton} {fillAutomaticallyButton} </Column> ); }; type TooltipHeaderProps = {| paletteType: 'dark' | 'light', progress: number, showFoldButton: boolean, onClickFoldButton: () => void, tooltipContent?: string, ...
As the flow is more restrictive now, I went with the decision to always show the quit button, so the user can always decide to quit, especially if there's a misconfigured step we didn't catch.
primary /> ); return ( <Column noMargin> {titleAndDescription} {imageAndButton} {fillAutomaticallyButton} </Column> ); }; type TooltipHeaderProps = {| paletteType: 'dark' | 'light', progress: number, showFoldButton: boolean, onClickFoldButton: () => void, tooltipCont...
@@ -215,7 +214,6 @@ const TooltipHeader = ({ paletteType, progress, showFoldButton, - showQuitButton,
newIDE/app/src/InAppTutorial/InAppTutorialTooltipDisplayer.js
26
JavaScript
0.429
suggestion
192
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
? '#EBEBED' // Grey10 : '#FAFAFA'; // Grey00 return ( <Popper id="in-app-tutorial-tooltip-displayer" open={show} className={classes.popper} anchorEl={anchorElement} transition placement={placement} popperOptions={{ modifiers: { arrow: { enab...
Tooltip used to be just above element, now as there's a blocking layer above everything, it needs to be at the same level as this layer, so it can be interacted with (to quit tutorial)
: tooltip.placement || 'bottom'; const backgroundColor = paletteType === 'light' ? '#EBEBED' // Grey10 : '#FAFAFA'; // Grey00 return ( <Popper id="in-app-tutorial-tooltip-displayer" open={show} className={classes.popper} anchorEl={anchorElement} transition ...
@@ -369,7 +363,7 @@ const InAppTutorialTooltipDisplayer = ({ }, }} style={{ - zIndex: getDisplayZIndexForHighlighter(anchorElement), + zIndex: aboveMaterialUiMaxZIndex,
newIDE/app/src/InAppTutorial/InAppTutorialTooltipDisplayer.js
26
JavaScript
0.429
suggestion
184
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
}); setHoles(newHoles); }, [elements] ); React.useEffect( () => { // Update hole position on scroll & resize window.addEventListener('wheel', updateHoles); window.addEventListener('touchmove', updateHoles); window.addEventListener('resize', updateHoles); update...
```suggestion useInterval(updateHoles, elements.length === 0 ? null : 1000); ``` Or something like that?
}); setHoles(newHoles); }, [elements] ); React.useEffect( () => { if (!elements.length) return; // Update hole position on scroll & resize window.addEventListener('wheel', updateHoles); window.addEventListener('touchmove', updateHoles); window.addEventListener...
@@ -0,0 +1,87 @@ +// @flow +import * as React from 'react'; +import { aboveMaterialUiMaxZIndex } from '../UI/MaterialUISpecificUtil'; +import { useInterval } from '../Utils/UseInterval'; + +const blockingLayerZIndex = aboveMaterialUiMaxZIndex; +export const itemAboveBlockingLayerZIndex = blockingLayerZIndex + 1; + +typ...
newIDE/app/src/InAppTutorial/BlockingLayerWithHoles.js
26
JavaScript
0.929
question
109
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
AlexandreSi
ClementPasteau
async ({ tutorialId, initialStepIndex, initialProjectData, inAppTutorial, }: {| tutorialId: string, initialStepIndex: number, initialProjectData: { [key: string]: string }, inAppTutorial?: InAppTutorial, |}) => { let inAppTutorialToLoad = inAppTutorial; ...
Maybe a comment on this? It's a bit mysterious without the context
async ({ tutorialId, initialStepIndex, initialProjectData, inAppTutorial, }: {| tutorialId: string, initialStepIndex: number, initialProjectData: { [key: string]: string }, inAppTutorial?: InAppTutorial, |}) => { let inAppTutorialToLoad = inAppTutorial; ...
@@ -65,6 +65,8 @@ const InAppTutorialProvider = (props: Props) => { inAppTutorialToLoad = await fetchInAppTutorial( inAppTutorialShortHeader ); + inAppTutorialToLoad.shouldRestrictUI =
newIDE/app/src/InAppTutorial/InAppTutorialProvider.js
26
JavaScript
0.214
suggestion
66
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
AlexandreSi
ClementPasteau
progress={progress} goToNextStep={goToNextStep} buttonLabel={ nextStepTrigger && nextStepTrigger.clickOnTooltipButton ? nextStepTrigger.clickOnTooltipButton : undefined } fillAutomatically={getFillAutomaticallyFunc...
Could you bring the comment above next to the `false`?
progress={progress} goToNextStep={goToNextStep} buttonLabel={ nextStepTrigger && nextStepTrigger.clickOnTooltipButton ? nextStepTrigger.clickOnTooltipButton : undefined } fillAutomatically={getFillAutomaticallyFunc...
@@ -420,6 +419,7 @@ function InAppTutorialStepDisplayer({ tooltip={wrongEditorTooltip} progress={progress} goToNextStep={goToNextStep} + isBlockingLayerDisplayed={false}
newIDE/app/src/InAppTutorial/InAppTutorialStepDisplayer.js
26
JavaScript
0.429
question
54
51
51
false
Improve Guided Lessons flow by preventing clicking outside of the next action
7,444
4ian/GDevelop
10,154
JavaScript
AlexandreSi
ClementPasteau
const getAuthenticatedPlayerForPreview = React.useCallback( async (): Promise<?AuthenticatedPlayer> => { if ( !profile || !game || !preferencesValues.fetchPlayerTokenForPreviewAutomatically ) { return null; } const playerTokenForPreview = playerTokensForPre...
If the promise rejects, the caller will get an exception instead of null
const getAuthenticatedPlayerForPreview = React.useCallback( async (): Promise<?AuthenticatedPlayer> => { if ( !profile || !game || !preferencesValues.fetchPlayerTokenForPreviewAutomatically ) { return null; } const playerTokenForPreview = playerTokensForPre...
@@ -4,71 +4,83 @@ import AuthenticatedUserContext from '../Profile/AuthenticatedUserContext'; import { getPlayerToken } from '../Utils/GDevelopServices/Play'; import PreferencesContext from './Preferences/PreferencesContext'; import { retryIfFailed } from '../Utils/RetryIfFailed'; - -const gd: libGDevelop = global.g...
newIDE/app/src/MainFrame/UseAuthenticatedPlayer.js
26
JavaScript
0.429
suggestion
72
51
51
false
Update player token logic to be fetched on project opening
7,460
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
return 0; } const tracks = this._rendererObject.state.tracks; if (tracks.length === 0) { return 0; } // This should be fine because only 1 track is used. const track = tracks[0]; // @ts-ignore TrackEntry.getAnimationTime is not exposed. return track.getAni...
why is this check needed in a spine runtime renderer?
return 0; } const tracks = this._rendererObject.state.tracks; if (tracks.length === 0) { return 0; } // This should be fine because only 1 track is used. const track = tracks[0]; // @ts-ignore TrackEntry.getAnimationTime is not exposed. return track.getAni...
@@ -193,7 +193,14 @@ namespace gdjs { } isAnimationComplete(): boolean { - return this._isAnimationComplete; + if (!isSpine(this._rendererObject)) {
Extensions/Spine/spineruntimeobject-pixi-renderer.ts
26
TypeScript
0.214
question
53
51
51
false
[Spine] Fix "Animation finished" condition
7,464
4ian/GDevelop
10,154
JavaScript
ClementPasteau
D8H
gameId.current ? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}` : isMobile ? // On mobile, go directly to a random game if none is specified. `/app-embedded/${gamesPlatformEmbeddedVersion}/games/random` : // On desktop, access the homepage. `/app-embe...
I would probably add a check on `!loaded` too. The iframe may be here without gd.games being loaded yet, or not loaded at all . This component and the iframe is always in the DOM, but the `src` changes when a user arrives on the Play section, and the `loaded` becomes true when gd.games tells the editor it's ready.
? // On mobile, go directly to a random game if none is specified. `/app-embedded/${gamesPlatformEmbeddedVersion}/games/random` : // On desktop, access the homepage. `/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`, gdGamesHost ); if (gameId.current || isMobile) url.sea...
@@ -68,6 +71,20 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => { [loaded, initialGameId] ); + React.useEffect( + () => { + if (!iframeRef.current) return;
newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js
26
JavaScript
0.643
suggestion
317
51
51
false
Send message to gd.games iframe when keyboard opens
7,472
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
? // On mobile, go directly to a random game if none is specified. `/app-embedded/${gamesPlatformEmbeddedVersion}/games/random` : // On desktop, access the homepage. `/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`, gdGamesHost ); if (gameId.current || isMobile) url.sea...
```suggestion type: 'setKeyboardOffset', ``` ? I think we prefer verbs like a function would be called
`/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`, gdGamesHost ); if (gameId.current || isMobile) url.searchParams.set('theme', paletteType); const src = loaded ? url.toString() : ''; React.useEffect( () => { if (!loaded && initialGameId) { // Every time the frame is...
@@ -68,6 +71,20 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => { [loaded, initialGameId] ); + React.useEffect( + () => { + if (!iframeRef.current) return; + iframeRef.current.contentWindow.postMessage( + { + type: 'keyboardOffset',
newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js
26
JavaScript
0.929
suggestion
117
51
51
false
Send message to gd.games iframe when keyboard opens
7,472
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
const url = new URL( gameId.current ? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}` : isMobile ? // On mobile, go directly to a random game if none is specified. `/app-embedded/${gamesPlatformEmbeddedVersion}/games/random` : // On desktop, access the home...
as discussed, this should probably be moved to the top component `GamesPlatformFrameContext` to do a logic similar to `sendUserCustomTokenToFrame()`
? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}` : isMobile ? // On mobile, go directly to a random game if none is specified. `/app-embedded/${gamesPlatformEmbeddedVersion}/games/random` : // On desktop, access the homepage. `/app-embedded/${gamesPlatfor...
@@ -68,6 +71,24 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => { [loaded, initialGameId] ); + React.useEffect(
newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js
26
JavaScript
0.571
suggestion
148
51
51
false
Send message to gd.games iframe when keyboard opens
7,472
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
React.useEffect( () => { const timeoutId = setTimeout(() => { setTooltipStyle(currentStyle => ({ ...currentStyle, transition: 'transform 150ms ease-in-out', })); }, 100); return () => clearTimeout(timeoutId); }, // Apply transition after fi...
just to be safe, we should probably check the length of the array resulting the split to ensure there are at least 2 elements. Maybe, this should be in a React.useMemo() to make that logic easier to ready with `if`s ?
}, 50); } }, [isTouchscreen, tooltipData] ); React.useEffect( () => { return () => { if (tooltipTimeoutId.current) { clearTimeout(tooltipTimeoutId.current); } }; }, // Clear timeout if necessary when unmounting. [] ); ...
@@ -27,24 +55,148 @@ const styles = { width: 34, height: 34, }, + paper: { + padding: '8px 10px', + minWidth: 180, + }, + tabIcon: { + marginLeft: 4, + marginRight: 4, + display: 'flex', + }, + emptyTabIcon: { + marginLeft: 4, + marginRight: 4, + height: 20, + ...
newIDE/app/src/MainFrame/TabsTitlebar.js
26
JavaScript
0.643
question
218
51
51
false
Add tooltip for tabs
7,482
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
menuIcon: { marginLeft: 4, marginRight: 4, // Make the icon slightly bigger to be centered on the row, so it aligns // with the project manager icon. width: 34, height: 34, }, paper: { padding: '8px 10px', minWidth: 180, }, tabIcon: { marginLeft: 4, margin...
should that timeout be cleared when the component unmounts? (it shouldn't unmount technically, but...)
}: TabsTitlebarProps) { const isTouchscreen = useScreenType() === 'touch'; const gdevelopTheme = React.useContext(GDevelopThemeContext); const backgroundColor = gdevelopTheme.titlebar.backgroundColor; const [tooltipData, setTooltipData] = React.useState<?{| element: HTMLElement, editorTab: EditorT...
@@ -53,6 +205,39 @@ export default function TabsTitlebar({ [backgroundColor] ); + const onHoverEditorTab = React.useCallback( + (editorTab: ?EditorTab) => { + if (isTouchscreen) { + setTooltipData(null); + return; + } + + if (tooltipTimeoutId.current) { + cle...
newIDE/app/src/MainFrame/TabsTitlebar.js
26
JavaScript
0.429
suggestion
102
51
51
false
Add tooltip for tabs
7,482
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
...state, currentFileMetadata: fileMetadata, })); }, ensureResourcesAreMoved, onGameRegistered: gamesList.fetchGames, }); const { onSelectExampleShortHeader, onSelectPrivateGameTemplateListingData, renderNewProjectDialog, fetchAndOpenNewProjectSetupDialogForExample...
```suggestion const gamesPlatformFrameTools = useGamesPlatformFrame({ ```
...state, currentFileMetadata: fileMetadata, })); }, ensureResourcesAreMoved, onGameRegistered: gamesList.fetchGames, }); const { onSelectExampleShortHeader, onSelectPrivateGameTemplateListingData, renderNewProjectDialog, fetchAndOpenNewProjectSetupDialogForExample...
@@ -1235,6 +1233,11 @@ const MainFrame = (props: Props) => { storageProviders: props.storageProviders, }); + const gamesPlatformFrameTools = UseGamesPlatformFrame({
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.643
suggestion
77
51
51
false
Fix "Manage subscription" button not working
7,507
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
import CustomDragLayer from '../UI/DragAndDrop/CustomDragLayer'; import CloudProjectRecoveryDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectRecoveryDialog'; import CloudProjectSaveChoiceDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectSaveChoiceDialog'; import CloudStorageProvider from ...
Avoid this error by preferring named exports: ```suggestion import { useGamesPlatformFrame } from './EditorContainers/HomePage/PlaySection/UseGamesPlatformFrame'; ```
import CustomDragLayer from '../UI/DragAndDrop/CustomDragLayer'; import CloudProjectRecoveryDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectRecoveryDialog'; import CloudProjectSaveChoiceDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectSaveChoiceDialog'; import CloudStorageProvider from ...
@@ -197,8 +198,8 @@ import { type ObjectWithContext } from '../ObjectsList/EnumerateObjects'; import useGamesList from '../GameDashboard/UseGamesList'; import useCapturesManager from './UseCapturesManager'; import useHomepageWitchForRouting from './UseHomepageWitchForRouting'; -import { GamesPlatformFrameContext } f...
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.929
suggestion
169
51
51
false
Fix "Manage subscription" button not working
7,507
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
})); }, ensureResourcesAreMoved, onGameRegistered: gamesList.fetchGames, }); const { onSelectExampleShortHeader, onSelectPrivateGameTemplateListingData, renderNewProjectDialog, fetchAndOpenNewProjectSetupDialogForExample, openNewProjectDialog, } = useNewProjectDialog({ i...
useCallback the onOpenProfileDialog, otherwise this means that `handleIframeMessage` is unstable and will be disconnected/reconnected at every single render 😱 This would probably be worth a log in the code doing the `addEventListener` so we can see the console filling with logs if we break the stability in the futu...
})); }, ensureResourcesAreMoved, onGameRegistered: gamesList.fetchGames, }); const { onSelectExampleShortHeader, onSelectPrivateGameTemplateListingData, renderNewProjectDialog, fetchAndOpenNewProjectSetupDialogForExample, openNewProjectDialog, } = useNewProjectDialog({ i...
@@ -1235,6 +1233,11 @@ const MainFrame = (props: Props) => { storageProviders: props.storageProviders, }); + const gamesPlatformFrameTools = UseGamesPlatformFrame({ + fetchAndOpenNewProjectSetupDialogForExample, + onOpenProfileDialog: () => openProfileDialog(true),
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.786
suggestion
322
51
51
false
Fix "Manage subscription" button not working
7,507
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
!!_previewLauncher.current && _previewLauncher.current.canDoNetworkPreview(), onLaunchPreview: launchNewPreview, onHotReloadPreview: launchHotReloadPreview, onLaunchDebugPreview: launchDebuggerAndPreview, onLaunchNetworkPreview: launchNetworkPreview, onLaunchPreviewWithDiagnosticReport: ...
Same, probably less harmful here but better pass a stable callback everywhere
i18n, project: state.currentProject, previewEnabled: !!state.currentProject && state.currentProject.getLayoutsCount() > 0, onOpenProjectManager: toggleProjectManager, hasPreviewsRunning, allowNetworkPreview: !!_previewLauncher.current && _previewLauncher.current.canDoNetworkPre...
@@ -3566,7 +3563,7 @@ const MainFrame = (props: Props) => { onOpenExternalLayout: openExternalLayout, onOpenEventsFunctionsExtension: openEventsFunctionsExtension, onOpenCommandPalette: openCommandPalette, - onOpenProfile: authenticatedUser.onOpenProfileDialog, + onOpenProfile: () => openProfileDia...
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.286
suggestion
77
51
51
false
Fix "Manage subscription" button not working
7,507
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
currentProject ); }} onExtensionInstalled={onExtensionInstalled} onShareProject={() => openShareDialog()} isOpen={projectManagerOpen} hotReloadPreviewButtonProps={hotReloadPreviewButtonProps} resourceManagementProps={resourceManagemen...
Let's name this: ```suggestion onEditorTabClosing(); ``` to show it's being done (while traditionnally, something that is "ed" is when the thing is finished and it's the very last thing you call)
currentProject ); }} onExtensionInstalled={onExtensionInstalled} onShareProject={() => openShareDialog()} isOpen={projectManagerOpen} hotReloadPreviewButtonProps={hotReloadPreviewButtonProps} resourceManagementProps={resourceManagemen...
@@ -3728,21 +3728,31 @@ const MainFrame = (props: Props) => { <TabsTitlebar hidden={tabsTitleBarAndEditorToolbarHidden} toggleProjectManager={toggleProjectManager} - renderTabs={onHoverEditorTab => ( + renderTabs={(onEditorTabHovered, onEditorTabClosed) => ( <DraggableE...
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.786
suggestion
215
51
51
false
Fix tab tooltip being stuck when closing tab + improve design
7,513
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
CustomTooltip({ ...props, customStyle: styles.tooltipContent, }) } /> </AreaChart> </ResponsiveContainer> ); }; export const BounceRateChart = ({ i18n, chartData, height, fontSize, }: ChartProps) => { const gdevelopTheme = Reac...
There is usually no space for percent formatting as it's part of the value.
CustomTooltip({ ...props, customStyle: styles.tooltipContent, }) } /> </AreaChart> </ResponsiveContainer> ); }; export const BounceRateChart = ({ i18n, chartData, height, fontSize, }: ChartProps) => { const gdevelopTheme = Reac...
@@ -167,7 +169,7 @@ export const BounceRateChart = ({ <LineChart data={chartData.overTime} margin={chartMargins}> <RechartsLine name={i18n._(t`Bounce rate`)} - unit="%" + unit={' %'}
newIDE/app/src/GameDashboard/GameAnalyticsCharts.js
26
JavaScript
0.214
style
75
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
onChange={(e, i, period: string) => { setDataPeriod(period); }} disableUnderline > <SelectOption key="month" value="month" label={t`Month`} /> <SelectOption key="year" value="year" label={t`Year`} /> ...
```suggestion Visitors are considered players when they stayed at least 60 seconds including loading screens. ```
onChange={(e, i, period: string) => { setDataPeriod(period); }} disableUnderline > <SelectOption key="month" value="month" label={t`Month`} /> <SelectOption key="year" value="year" label={t`Year`} /> ...
@@ -142,6 +144,19 @@ export const GameAnalyticsPanel = ({ <Column noMargin alignItems="center" expand> <Text size="block-title" align="center"> <Trans>{chartData.overview.playersCount} sessions</Trans> + <Tooltip + title={ ...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.786
suggestion
143
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
{recommendedMarketingPlan && gameFeaturings && fetchGameFeaturings && ( <Grid item xs={12} sm={5} md={4}> <MarketingPlanSingleDisplay fetchGameFeaturings={fetchGameFeaturings} gameFeaturings={...
```suggestion Percentage of people who leave before 60 seconds including loading screens. ```
</Grid> {recommendedMarketingPlan && gameFeaturings && fetchGameFeaturings && ( <Grid item xs={12} sm={5} md={4}> <MarketingPlanSingleDisplay fetchGameFeaturings={fetchGameFeaturings} ...
@@ -169,6 +184,19 @@ export const GameAnalyticsPanel = ({ {Math.round(chartData.overview.bounceRatePercent)}% bounce rate </Trans> + <Tooltip + title={ + <Text> + <T...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.714
suggestion
123
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
</Text> <BounceRateChart chartData={chartData} height={chartHeight} i18n={i18n} /> </Column> </Grid> <Grid item xs={12} sm={6}> <Column expand noM...
I think it's obvious when reading the title and the hover tooltip: ![image](https://github.com/user-attachments/assets/698e4da6-69e4-4afb-8918-03980eb5db07) ```suggestion ```
</Tooltip> </Text> <BounceRateChart chartData={chartData} height={chartHeight} i18n={i18n} /> </Column> </Grid> <Grid item xs={12} sm={6}> ...
@@ -186,6 +214,17 @@ export const GameAnalyticsPanel = ({ )}{' '} minutes per player </Trans> + <Tooltip + title={ + <Text> + <Trans> + Is...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.786
suggestion
179
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
<Trans> { chartData.overview.greaterDurationPlayerSurface .playersCount }{' '} players with more than{' '} { chartData.overview.greaterDur...
I think this graph is obvious. If people don't know how to read axes, I doubt an explanation will help them. ```suggestion ```
<Column expand noMargin alignItems="center"> <Text size="block-title" align="center"> <Trans> { chartData.overview.greaterDurationPlayerSurface .playersCount }{' '} ...
@@ -209,6 +248,20 @@ export const GameAnalyticsPanel = ({ }{' '} minutes </Trans> + <Tooltip + title={ + <Text> + <Trans> + Average of pla...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.714
suggestion
128
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
chartData.overview.nearestToMedianDuration .playersPercent )} % of players with more than{' '} { chartData.overview.nearestToMedianDuration .durationInMin...
This graph is obvious too. The curves have already titles when you hover. ![image](https://github.com/user-attachments/assets/7ae84eab-c7e3-41f5-9707-87abd7ddd9ed) ```suggestion ```
<Text size="block-title" align="center"> <Trans> {Math.round( chartData.overview.nearestToMedianDuration .playersPercent )} % of players with more than{' '} ...
@@ -232,6 +285,22 @@ export const GameAnalyticsPanel = ({ }{' '} minutes </Trans> + <Tooltip + title={ + <Text> + <Trans> + Shows how long...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.786
suggestion
184
42
46
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
}} disableUnderline > <SelectOption key="month" value="month" label={t`Month`} /> <SelectOption key="year" value="year" label={t`Year`} /> </SelectField> </Line> <Grid container spacing={2}> ...
Tooltips must as short as possible. ```suggestion <Trans> Viewers are considered players when they stayed at least 60 seconds including loading screens. </Trans> ```
}} disableUnderline > <SelectOption key="month" value="month" label={t`Month`} /> <SelectOption key="year" value="year" label={t`Year`} /> </SelectField> </Line> <Grid container spacing={2}> ...
@@ -142,6 +144,19 @@ export const GameAnalyticsPanel = ({ <Column noMargin alignItems="center" expand> <Text size="block-title" align="center"> <Trans>{chartData.overview.playersCount} sessions</Trans> + <Tooltip + title={ ...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.857
suggestion
308
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
fetchGameFeaturings && ( <Grid item xs={12} sm={5} md={4}> <MarketingPlanSingleDisplay fetchGameFeaturings={fetchGameFeaturings} gameFeaturings={gameFeaturings} marketingPlan={recommendedMarketingPlan...
Stating the obvious only adds noise. People won't read it if it's 2 long sentences. ```suggestion <Trans> Percentage of people who leave before 60 seconds including loading screens. </Trans> ```
gameFeaturings && fetchGameFeaturings && ( <Grid item xs={12} sm={5} md={4}> <MarketingPlanSingleDisplay fetchGameFeaturings={fetchGameFeaturings} gameFeaturings={gameFeaturings} marke...
@@ -169,6 +184,20 @@ export const GameAnalyticsPanel = ({ {Math.round(chartData.overview.bounceRatePercent)}% bounce rate </Trans> + <Tooltip + title={ + <Text> + <T...
newIDE/app/src/GameDashboard/GameAnalyticsPanel.js
26
JavaScript
0.786
suggestion
308
51
51
false
Add tooltip in game analytics
7,559
4ian/GDevelop
10,154
JavaScript
D8H
Bouh
if (this.shadowCameraHelper) { scene.add(this.shadowCameraHelper); } this._isEnabled = true; return true; } removeEffect(target: EffectsTarget): boolean { const scene = target.get3DRendererObject() as | THREE.Sc...
This would risk spamming the console, let's remove it.
scene.add(this.light.target); if (this.shadowCameraHelper) { scene.add(this.shadowCameraHelper); } this._isEnabled = true; return true; } removeEffect(target: EffectsTarget): boolean { const scene = target.get3DRe...
@@ -96,6 +96,10 @@ namespace gdjs { return true; } updatePreRender(target: gdjs.EffectsTarget): any { + if (!target.getRuntimeLayer) { + console.error("Unable to get directional light's layer.");
Extensions/3D/DirectionalLight.ts
26
TypeScript
0.286
suggestion
54
51
51
false
[DRAFT] implementation of Shadowmapping
7,592
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
*/ export class RuntimeScenePixiRenderer implements gdjs.RuntimeInstanceContainerPixiRenderer { private _runtimeGameRenderer: gdjs.RuntimeGamePixiRenderer | null; private _runtimeScene: gdjs.RuntimeScene; private _pixiContainer: PIXI.Container; private _profilerText: PIXI.Text | null = null; ...
Add back these lines as they don't contribute to the PR
*/ export class RuntimeScenePixiRenderer implements gdjs.RuntimeInstanceContainerPixiRenderer { private _runtimeGameRenderer: gdjs.RuntimeGamePixiRenderer | null; private _runtimeScene: gdjs.RuntimeScene; private _pixiContainer: PIXI.Container; private _profilerText: PIXI.Text | null = null; ...
@@ -26,10 +26,8 @@ namespace gdjs { this._runtimeGameRenderer = runtimeGameRenderer; this._runtimeScene = runtimeScene; this._pixiContainer = new PIXI.Container(); -
GDJS/Runtime/pixi-renderers/runtimescene-pixi-renderer.ts
26
TypeScript
0.214
suggestion
55
51
51
false
[DRAFT] implementation of Shadowmapping
7,592
4ian/GDevelop
10,154
JavaScript
4ian
NeylMahfouf2608
runtimeScene.renderAndStep(1000 / 60); expect(object.getY()).to.be.within( -229.5833333333333 - epsilon, -229.5833333333333 + epsilon ); for (let i = 0; i < 4; ++i) { // Verify that pressing the jump key does not change anything object.getBehavior('auto1').simulat...
```suggestion it('can only jump once while the jump key is held', function () { ```
runtimeScene.renderAndStep(1000 / 60); expect(object.getY()).to.be.within( -229.5833333333333 - epsilon, -229.5833333333333 + epsilon ); for (let i = 0; i < 4; ++i) { // Verify that pressing the jump key does not change anything object.getBehavior('auto1').simulat...
@@ -644,6 +653,48 @@ describe('gdjs.PlatformerObjectRuntimeBehavior', function () { expect(object.getY()).to.be(-30); }); + it('can jump only jump once while the jump key is held', function () {
Extensions/PlatformBehavior/tests/JumpAndFallingPlatformer.spec.js
26
JavaScript
0.571
suggestion
89
51
51
false
[Platformer] Forbid repeated jumps while holding the jump key
7,648
4ian/GDevelop
10,154
JavaScript
4ian
D8H
.SetQuickCustomizationVisibility(gd::QuickCustomization::Hidden) .SetGroup(_("Ledge")) .SetType("Number") .SetMeasurementUnit(gd::MeasurementUnit::GetPixel()) .SetValue( gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset"))); properties["XGrabTolerance"] .Se...
```suggestion .SetLabel(_("Allows repeated jumps while holding the jump key (deprecated — best left unchecked)")) ```
.SetQuickCustomizationVisibility(gd::QuickCustomization::Hidden) .SetGroup(_("Ledge")) .SetType("Number") .SetMeasurementUnit(gd::MeasurementUnit::GetPixel()) .SetValue( gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset"))); properties["XGrabTolerance"] .Se...
@@ -164,6 +165,15 @@ PlatformerObjectBehavior::GetProperties( ? "true" : "false") .SetType("Boolean"); + properties["UseRepeatedJump"] + .SetLabel(_("Allow the character to jump again when the key is held (deprecated, it's " + "recommended to leave...
Extensions/PlatformBehavior/PlatformerObjectBehavior.cpp
26
C++
0.714
suggestion
125
51
51
false
[Platformer] Forbid repeated jumps while holding the jump key
7,648
4ian/GDevelop
10,154
JavaScript
4ian
D8H
this._innerArea = { min: [0, 0, 0], max: [0, 0, 0], }; } this._innerArea.min[0] = usedVariantData.areaMinX; this._innerArea.min[1] = usedVariantData.areaMinY; this._innerArea.min[2] = usedVariantData.areaMinZ; this._innerArea.max[0] = u...
`_reinitializeRenderer` clear the layer rendered objects `_initializeFromObjectData` add the new ones
if (!this._innerArea) { this._innerArea = { min: [0, 0, 0], max: [0, 0, 0], }; } this._innerArea.min[0] = usedVariantData.areaMinX; this._innerArea.min[1] = usedVariantData.areaMinY; this._innerArea.min[2] = usedVariantData.areaMinZ; ...
@@ -154,8 +154,8 @@ namespace gdjs { override reinitialize(objectData: ObjectData & CustomObjectConfiguration) { super.reinitialize(objectData); - this._initializeFromObjectData(objectData); this._reinitializeRenderer(); + this._initializeFromObjectData(objectData);
GDJS/Runtime/CustomRuntimeObject.ts
26
TypeScript
0.5
suggestion
102
51
51
false
Fix changing of variant not being applied at hot-reload
7,666
4ian/GDevelop
10,154
JavaScript
D8H
D8H
); } if (oldObjectData.variant !== newObjectData.variant) { this._reinitializeRenderer(); this._initializeFromObjectData(newObjectData); // The generated code calls the onCreated super implementation at the end. this.onCreated(); } return true; } ...
When changing of variant the instance is like a new instance. We let the events initialize it.
animator.updateFromObjectData( oldObjectData.animatable || [], newObjectData.animatable || [] ); } if (oldObjectData.variant !== newObjectData.variant) { const width = this.getWidth(); const height = this.getHeight(); const hasInnerAreaChanged = ...
@@ -172,6 +172,13 @@ namespace gdjs { newObjectData.animatable || [] ); } + if (oldObjectData.variant !== newObjectData.variant) { + this._reinitializeRenderer(); + this._initializeFromObjectData(newObjectData); + + // The generated code calls the onCreated super imp...
GDJS/Runtime/CustomRuntimeObject.ts
26
TypeScript
0.214
suggestion
94
51
51
false
Fix changing of variant not being applied at hot-reload
7,666
4ian/GDevelop
10,154
JavaScript
D8H
D8H
); } } else { if (_connectionId) { // Already connected to a lobby. onLobbyQuickJoinFinished(runtimeScene); openLobbiesWindow(runtimeScene); return; } else { _actionAfterJoiningLobby = 'OPEN_LOBBY_PAGE'; ...
Probably better to return an empty string if lobby id is null
) { _quickJoinLobbyJustFailed = true; _quickJoinLobbyFailureReason = quickJoinLobbyResponse.status === 'full' ? 'FULL' : 'NOT_ENOUGH_PLAYERS'; onLobbyQuickJoinFinished(runtimeScene); if (openLobbiesPageIfFailure) { openL...
@@ -1696,7 +1696,35 @@ namespace gdjs { } } }; + + export const getLobbyID = (): string => { + return _lobbyId || "0";
Extensions/Multiplayer/multiplayertools.ts
26
TypeScript
0.429
suggestion
61
51
51
false
Added action "Join a specific lobby by its ID" and expression "Current lobby ID"
7,694
4ian/GDevelop
10,154
JavaScript
4ian
Jurfix
return JSON.parse(responseText); } catch (error) { throw new Error(`Error while parsing the response: ${error}`); } }; export namespace multiplayer { /** Set to true in testing to avoid relying on the multiplayer extension. */ export let disableMultiplayerForTesting = false; export...
We avoid to export this, instead the getter function is better because it can have logic inside
Authorization: `player-game-token ${playerToken}`, }; const response = await fetch(formattedUrl, { method, headers, body, }); if (!response.ok) { throw new Error( `Error while fetching as a player: ${response.status} ${response.statusText}` ); } // Re...
@@ -107,7 +107,7 @@ namespace gdjs { | 'NOT_ENOUGH_PLAYERS' | 'UNKNOWN' | null = null; - let _lobbyId: string | null = null; + export let _lobbyId: string | null = null;
Extensions/Multiplayer/multiplayertools.ts
26
TypeScript
0.286
suggestion
95
51
51
false
Added action "Join a specific lobby by its ID" and expression "Current lobby ID"
7,694
4ian/GDevelop
10,154
JavaScript
4ian
Jurfix
onLobbyQuickJoinFinished(runtimeScene); if (openLobbiesPageIfFailure) { openLobbiesWindow(runtimeScene); } } }; export const getLobbyID = (): string => { return _lobbyId || ""; }; export const authenticateAndQuickJoinWithLobbyID = async( runtimeSce...
This looks fine, just one thing, the current quickJoin action differentiates between 'JOIN_GAME' and 'START_GAME'. I think that if the LobbyId corresponds to a lobby that hasn't started, then the action will fail (nothing will happen). Do you want to handle that case?
_actionAfterJoiningLobby = 'JOIN_GAME'; } else { throw new Error( `Lobby in wrong status: ${quickJoinLobbyResponse.status}` ); } } else { if (_connectionId) { // Already connected to a lobby. onLobbyQuickJoin...
@@ -1696,7 +1696,35 @@ namespace gdjs { } } }; + + export const getLobbyID = (): string => { + return _lobbyId || ""; + }; + + export const authenticateAndQuickJoinWithLobbyID = async( + runtimeScene: gdjs.RuntimeScene, + lobbyID: string + ) => { + const playerId =...
Extensions/Multiplayer/multiplayertools.ts
26
TypeScript
0.571
bug
270
51
51
false
Added action "Join a specific lobby by its ID" and expression "Current lobby ID"
7,694
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Jurfix
</AlertMessage> ))} </ColumnStackLayout> </Line> ) : null} <PropertiesEditor unsavedChanges={unsavedChanges} schema={propertiesSchema} ...
```suggestion // Avoid to lose user changes by forcing them ```
</AlertMessage> ))} </ColumnStackLayout> </Line> ) : null} <PropertiesEditor unsavedChanges={unsavedChanges} schema={propertiesSchema} ...
@@ -342,12 +360,22 @@ const CustomObjectPropertiesEditor = (props: Props) => { label={<Trans>Edit</Trans>} leftIcon={<Edit />} onClick={editVariant} + // Avoid to loss user changes by forcing them
newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js
26
JavaScript
0.643
suggestion
93
51
51
false
Various fixes for variants
7,739
4ian/GDevelop
10,154
JavaScript
D8H
D8H
</AlertMessage> ))} </ColumnStackLayout> </Line> ) : null} <PropertiesEditor unsavedChanges={unsavedChanges} schema={propertiesSchema} ...
```suggestion // Avoid to lose user changes by forcing them ```
</AlertMessage> ))} </ColumnStackLayout> </Line> ) : null} <PropertiesEditor unsavedChanges={unsavedChanges} schema={propertiesSchema} ...
@@ -342,12 +360,22 @@ const CustomObjectPropertiesEditor = (props: Props) => { label={<Trans>Edit</Trans>} leftIcon={<Edit />} onClick={editVariant} + // Avoid to loose user changes by forcing them
newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js
26
JavaScript
0.643
suggestion
93
51
51
false
Various fixes for variants
7,739
4ian/GDevelop
10,154
JavaScript
D8H
D8H
gd::ExpressionCodeGenerator::GenerateExpressionCode( codeGenerator, context, "string", instruction.GetParameter(0).GetPlainString()); gd::String operatorString = instruction.GetParameter(1).GetPlainString(); gd::String operandCode = gd::Expressio...
The opening parenthesis was in the `leftOperand` parameter. While it was working, it's now easier to follow.
return "\"\" + eventsFunctionContext.getArgument(" + parameterNameCode + ")"; }); GetAllConditions()["CompareArgumentAsNumber"] .SetCustomCodeGenerator([](gd::Instruction &instruction, gd::EventsCodeGenerator &codeGenerator, ...
@@ -210,12 +220,13 @@ AdvancedExtension::AdvancedExtension() { codeGenerator.GenerateUpperScopeBooleanFullName("isConditionTrue", context); return resultingBoolean + " = " + - gd::String(instruction.IsInverted() ? "!" : "") + + gd::String(instruction.IsInverted() ? "!...
GDJS/GDJS/Extensions/Builtin/AdvancedExtension.cpp
26
C++
0.5
suggestion
108
51
51
false
Optimize event-function calls
7,758
4ian/GDevelop
10,154
JavaScript
D8H
D8H
/** * Process the specified resource. * * This method will only be run while loading screen is shown. It can do * heavy tasks like parsing data. */ processResource(resourceName: string): Promise<void>; /** * Return the kind of resources handled by this manager. */ get...
```suggestion * @param resourceData The resource to clear ```
/** * Process the specified resource. * * This method will only be run while loading screen is shown. It can do * heavy tasks like parsing data. */ processResource(resourceName: string): Promise<void>; /** * Return the kind of resources handled by this manager. */ get...
@@ -31,19 +31,19 @@ namespace gdjs { getResourceKinds(): Array<ResourceKind>; /** - * Should clear all resources, data, loaders stored by this manager. + * Clear all resources, data, loaders stored by this manager. * Using the manager after calling this method is undefined behavior. */ ...
GDJS/Runtime/ResourceManager.ts
26
TypeScript
0.571
suggestion
66
31
31
false
Fix cached materials not being cleared when unloading resources
7,780
4ian/GDevelop
10,154
JavaScript
4ian
D8H
const serializedExtension = await eventsFunctionsExtensionOpener.readEventsFunctionExtensionFile( pathOrUrl ); if (project.hasEventsFunctionsExtensionNamed(serializedExtension.name)) { const answer = await showConfirmation({ title: t`Replace existing extension`, message: t`An ex...
```suggestion message: t`The extension can't be imported because it has the same name as a built-in extension.`, ```
try { const pathOrUrl = await eventsFunctionsExtensionOpener.chooseEventsFunctionExtensionFile(); if (!pathOrUrl) return null; const serializedExtension = await eventsFunctionsExtensionOpener.readEventsFunctionExtensionFile( pathOrUrl ); if (project.hasEventsFunctionsExtensionNamed(seriali...
@@ -65,13 +69,31 @@ export const importExtension = async ( ); if (project.hasEventsFunctionsExtensionNamed(serializedExtension.name)) { - const answer = Window.showConfirmDialog( - i18n._( - t`An extension with this name already exists in the project. Importing this extension will repla...
newIDE/app/src/AssetStore/ExtensionStore/InstallExtension.js
26
JavaScript
0.786
suggestion
128
51
51
false
Forbid to import an extension which has the same name as a built-in one
7,822
4ian/GDevelop
10,154
JavaScript
D8H
D8H
PropertyDescriptor::~PropertyDescriptor() {} void PropertyDescriptor::SerializeTo(SerializerElement& element) const { element.AddChild("value").SetStringValue(currentValue); element.AddChild("type").SetStringValue(type); if (type == "Number" && !measurementUnit.IsUndefined()) { element.AddChild("unit").SetS...
You don't use extraInformation in the if, is it normal?
PropertyDescriptor::~PropertyDescriptor() {} void PropertyDescriptor::SerializeTo(SerializerElement& element) const { element.AddChild("value").SetStringValue(currentValue); element.AddChild("type").SetStringValue(type); if (type == "Number" && !measurementUnit.IsUndefined()) { element.AddChild("unit").SetS...
@@ -34,6 +34,21 @@ void PropertyDescriptor::SerializeTo(SerializerElement& element) const { } } + if (!choices.empty() + // Compatibility with GD <= 5.5.239 + || !extraInformation.empty()
Core/GDCore/Project/PropertyDescriptor.cpp
26
C++
0.286
question
55
51
51
false
Allow extensions to define labels for properties with string selectors
7,825
4ian/GDevelop
10,154
JavaScript
4ian
D8H
// @flow import { Trans } from '@lingui/macro'; import { t } from '@lingui/macro'; import * as React from 'react'; import { ResponsiveLineStackLayout, LineStackLayout, ColumnStackLayout, } from '../UI/Layout'; import { Line } from '../UI/Grid'; import SemiControlledTextField from '../UI/SemiControlledTextField'; ...
```suggestion export type Choice = {| value: string, label: string, |}; ```
// @flow import { Trans } from '@lingui/macro'; import { t } from '@lingui/macro'; import * as React from 'react'; import { ResponsiveLineStackLayout, LineStackLayout, ColumnStackLayout, } from '../UI/Layout'; import { Line } from '../UI/Grid'; import SemiControlledTextField from '../UI/SemiControlledTextField'; ...
@@ -0,0 +1,99 @@ +// @flow +import { Trans } from '@lingui/macro'; +import { t } from '@lingui/macro'; +import * as React from 'react'; +import { + ResponsiveLineStackLayout, + LineStackLayout, + ColumnStackLayout, +} from '../UI/Layout'; +import { Line } from '../UI/Grid'; +import SemiControlledTextField from '../U...
newIDE/app/src/ChoicesEditor/index.js
17
JavaScript
0.714
suggestion
81
42
42
false
Allow extensions to define labels for properties with string selectors
7,825
4ian/GDevelop
10,154
JavaScript
4ian
D8H
// @flow import * as React from 'react'; import { type I18n as I18nType } from '@lingui/core'; import { type FiltersState, useFilters } from '../../UI/Search/FiltersChooser'; import { getBehaviorsRegistry, type BehaviorsRegistry, type BehaviorShortHeader, } from '../../Utils/GDevelopServices/Extension'; import { ...
Should that be: ```suggestion const excludedExperimentalTiers = new Set(['community', 'experimental']); ```
// @flow import * as React from 'react'; import { type I18n as I18nType } from '@lingui/core'; import { type FiltersState, useFilters } from '../../UI/Search/FiltersChooser'; import { getBehaviorsRegistry, type BehaviorsRegistry, type BehaviorShortHeader, } from '../../Utils/GDevelopServices/Extension'; import { ...
@@ -20,7 +20,7 @@ const gd: libGDevelop = global.gd; const emptySearchText = ''; const noExcludedTiers = new Set(); -const excludedCommunityTiers = new Set(['community']); +const excludedExperimentalTiers = new Set(['experimental']);
newIDE/app/src/AssetStore/BehaviorStore/BehaviorStoreContext.js
23
JavaScript
0.786
suggestion
107
48
48
false
Rename "community" extensions as "experimental" extensions
7,828
4ian/GDevelop
10,154
JavaScript
4ian
D8H