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[Auto] [Update] Document expression syntax highlighting, layer property type, AI sub-agents, and other recent GDevelop changes (#698)
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automated_updates_data.json

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{
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"last_automated_updates_commit": "d52d42d3b4dd16f7cd57727fdd80f721fc0f6f80",
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"last_automated_updates_commit": "8b00514aff34604e6488eb878c0f35610c5e6561",
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"last_improved_things": [
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{
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"date": "2026-02-16",

docs/gdevelop5/all-features/resources-loading/index.md

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![](object-preload-action.png)
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These actions and the **Object preloaded** condition take a scene name as a parameter, so you can preload, unload or check objects defined in another scene (for example, preloading a level's objects from a menu scene).
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The **Preload object** action does not pause the game while the object's resources are being preloaded. If you try to create the object immediately, you will likely see "pink images" because some resources have not finished loading yet. To check when it is safe to create the object, use the **Object preloaded** condition.
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![](object-preload-events.png)

docs/gdevelop5/behaviors/events-based-behaviors/index.md

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* Numbers
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* Strings (including colors or string with choices)
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* Booleans (displayed as a checkbox)
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* Layers — to let extension users pick one of the scene's layers (useful when your behavior needs to act on a specific layer, like moving its camera)
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Properties can also be used to required behaviors as described in a following section.
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docs/gdevelop5/events/expressions/index.md

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For a complete list of the function expressions that GDevelop provides out of the box, refer to [expressions reference](/gdevelop5/all-features/expressions-reference).
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Expressions written in the events sheet are colored to make them easier to read at a glance: numbers, strings, operators, object names, variables and boolean values each use a distinct color. This helps you quickly spot the structure of an expression and catch typos.
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<div class="video-container">
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<iframe src="https://www.youtube.com/embed/JNqekjjendk" frameborder="0" allowfullscreen></iframe>
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</div>

docs/gdevelop5/interface/ai/agent/index.md

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This is why the only way to improve it is by rating the AI’s answers with a 👍 or 👎: positive ratings will signal the AI to follow that rationale. Negative feedback will nudge the GDevelop team that the answer wasn't correct.
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In the case of negative feedback, adding context to why the answer wasn't correct will help the engineers stir the AI to the right direction.
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In the case of negative feedback, adding context to why the answer wasn't correct will help the engineers stir the AI to the right direction.

docs/gdevelop5/interface/events-editor/index.md

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![](/gdevelop5/interface/events-editor/pasted/20230313-183427.png)
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## Select events
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You can select multiple events by holding **Shift** or **Ctrl** while clicking. To select every event in the current sheet at once, use **Select All** (available from the Edit menu and the command palette). Clicking on an already-selected event while a multi-selection is active will deselect that single event.
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## Delete selected events
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By clicking the Delete selected events button, selected events will be removed from the event sheet, as well as any subevents. (you can also press the Delete key)

docs/gdevelop5/interface/preview.md

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A flag will be added to the icon to remind you that the preview is always starting from the chosen scene, even if you're editing another one. You can later remove this setting by using the same menu and deselecting the option.
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This setting is saved in the project file, so it is preserved when you reopen the project or share it with collaborators.
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## Launch a Network preview (Preview over WiFi/LAN)
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By selecting **Network preview (Preview over WiFi/LAN)** from the drop-down menu beside the preview button, you can preview your game on mobile devices (or any other computer) connected to the same network as the editor.

docs/gdevelop5/interface/scene-editor/layers-and-cameras.md

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- CameraBorderLeft(layer, number)
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- CameraBorderRight(layer, number)
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### Moving layer cameras from a custom object
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Custom objects expose their own layers, which can be moved like scene layers using the same camera actions and expressions from inside the custom object's events. This is useful when a custom object embeds its own scrolling UI, minimap or framed view that should pan independently from the scene's camera.
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## Reference
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All actions, conditions and expressions are listed in [layers and cameras reference page](/gdevelop5/all-features/layers-and-cameras/reference/).

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