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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-07-22",
"summary": "Expanded visual effect docs (god rays, Kawase blur, outline, CRT, drop shadow, RGB split, tilt shift, pixelate, displacement) with use-case explanations of their key parameters"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,8 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

The effect combines several classic CRT artifacts that you can dial in independently: scanlines (**Line width** and **Line contrast**), screen **Curvature**, static **Noise**, and a darkened **Vignetting** around the edges. Set **Interlaced Lines Speed** to make the scanlines scroll, and **Noise Frequency** to control how often the static is refreshed (0 keeps a fixed noise pattern). Enable **Show vertical lines** to add vertical lines on top of the horizontal ones.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/displacement/index.md
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Expand Up @@ -12,6 +12,8 @@ You can use this effect to apply all manner of warping effects. Currently, the `

> It uses the values of the displacement map to look up the correct pixels to output. This means it's not moving the original. Instead, it's starting from the original output and displays the screen differently based on the displacement map. For example, if a displacement map pixel has red = 1 and the filter scale is 20, this filter will output the pixel approximately 20 pixels to the right of the original.

The **Scale on X axis** and **Scale on Y axis** properties set how strong the displacement is on each axis. Larger values produce a more pronounced warp, and you can set them independently to distort more in one direction than the other.


## Reference

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

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

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

**Distance** and **Rotation** set how far and in which direction the shadow is offset, **Blur** softens its edges, and **Alpha** controls its opacity. Change the **Color of the shadow** to tint it. Enable **Shadow only** to hide the original image and keep just the shadow, which is useful to render a separate shadow object.


## Reference

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1 change: 1 addition & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,7 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

Enable **Parallel** to cast rays all in the same direction (as if coming from a far away sun), controlled by the **Angle**. Disable it to make the rays spread out from a single point set with **Center X** and **Center Y**, which is useful for a lamp or a window. The **Animation Speed** makes the rays shimmer over time (set it to 0 to keep them still), while **Gain** and **Lacunarity** change how bright and how detailed the light shafts look.

## Reference

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

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

The **Blur** value sets the overall strength of the blur. **Pixelize X** and **Pixelize Y** let you stretch the blur along one axis only — for example, a horizontal or vertical motion blur. Increasing the **Quality** produces a smoother result at the cost of performance, so keep it low unless you need a very strong, clean blur.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -4,6 +4,8 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

Use **Thickness** to set how wide the outline is and **Color** to choose its color. This effect can also be applied to a single object instead of a whole layer, which is handy for highlighting a selected or hovered object.


## Reference

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

![](pixelate-effect.png)

The **Size** value sets how big each "pixel" block is: the larger the value, the more blocky and low-resolution the result looks.

!!! note

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

![](rgb-effect.png)

Each color channel has its own **X offset** and **Y offset**, letting you shift the red, green and blue layers in different directions. Small offsets give a subtle chromatic aberration around edges, while larger ones produce a strong glitch or damage look.


## Reference

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

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

**Blur** sets how strong the blur is at the top and bottom, leaving a sharp band across the middle. **Gradient blur** controls how gradually the image goes from sharp to blurred: a small value gives an abrupt transition, while a large value spreads it out smoothly.


## Reference

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