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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-08-07",
"summary": "Documented adjustable settings for the CRT, drop shadow, god rays, Kawase blur, outline, tilt shift, RGB split and displacement effect pages"
}
]
}
9 changes: 9 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,15 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

## Adjusting the effect

The look of the CRT can be tuned with several settings:

- **Line width** and **Line contrast** control the visible scanlines. Enable **Show vertical lines** to draw the lines vertically instead of horizontally.
- **Curvature** bends the image outwards to imitate the bulge of an old screen (`0` keeps it flat).
- **Noise** and **Noise size** add static grain. **Noise Frequency** sets how many times per second the noise is refreshed (`0` freezes it).
- **Vignetting**, **Vignetting alpha** and **Vignetting blur** darken the corners of the screen.
- **Interlaced Lines Speed** animates the scanlines to make them scroll over time.

## 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 @@ -10,6 +10,8 @@ You can download **this example of a displacement map file** and use it in GDeve

You can use this effect to apply all manner of warping effects. Currently, the `r` (red) property of the texture is used to offset the x-axis and the `g` (green) property of the texture is used to offset the y axis.

The **Displacement map texture** is the image used to drive the distortion, and **Scale on X axis** / **Scale on Y axis** set how strongly pixels are shifted along each axis (larger values give a stronger warp).

> 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.


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7 changes: 6 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
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@@ -1,9 +1,14 @@
# 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)

## Adjusting the effect

- **Distance** and **Rotation** set how far the shadow is offset from the object and in which direction (the angle, in degrees).
- **Blur** softens the edges of the shadow, and **Quality** controls how smooth that blur looks (higher values are smoother but slightly more costly).
- **Alpha** sets how opaque the shadow is, from fully transparent to fully solid.

## Reference

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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,12 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

## Adjusting the effect

- **Center X** and **Center Y** set the point the rays originate from, and **Angle** tilts their direction.
- Enable **Parallel** to cast parallel rays (like distant sunlight) using the angle; disable it to make the rays spread out from the center point instead.
- **Light** and **Gain** control how bright and intense the rays are, while **Lacunarity** changes how detailed and broken-up they look.
- **Animation Speed** makes the rays shimmer and move over time.

## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,11 @@

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

## Adjusting the effect

- **Blur** sets the overall strength of the blur.
- **Pixelize X** and **Pixelize Y** let you stretch the blur more on one axis, which is useful for directional (motion-like) blurring.
- **Quality** controls how smooth the blur looks. Higher values look better but cost more performance.

## Reference

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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -4,6 +4,12 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

## Adjusting the effect

- **Thickness** sets how wide the outline is.
- **Color of the outline** picks the outline color.

If a thick outline looks clipped at the edges of the object, increase the **Padding** so there is enough room around the image to draw it.

## Reference

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3 changes: 3 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,9 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

## Adjusting the effect

Each color channel has its own **X offset** and **Y offset** (for red, green and blue). By shifting the channels in different directions you control the strength and direction of the chromatic aberration. Small offsets give a subtle glitch or damaged-screen look, while large offsets create a strong distorted effect.

## Reference

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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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Expand Up @@ -4,6 +4,10 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

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

## Adjusting the effect

- **Blur** sets how strong the blur is on the areas that are out of focus.
- **Gradient blur** controls how gradually the image transitions from the sharp, in-focus band in the middle to the blurred top and bottom. Larger values create a wider, softer transition.

## Reference

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