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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": "2026-09-01",
"summary": "Improved Tiled Sprite object docs: added scrolling-offset explanation and tint, opacity, and runtime image-swap actions; fixed wrong reference link in Text Entry object doc"
}
]
}
2 changes: 1 addition & 1 deletion docs/gdevelop5/objects/text_entry/index.md
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Expand Up @@ -51,4 +51,4 @@ Using events, it is possible to enable or disable the "Text entry" object. Event

## Reference

All actions, conditions and expressions are listed in [the shape painter reference page](/gdevelop5/all-features/text-entry-object/reference/).
All actions, conditions and expressions are listed in [the text entry object reference page](/gdevelop5/all-features/text-entry-object/reference/).
10 changes: 10 additions & 0 deletions docs/gdevelop5/objects/tiled_sprite/index.md
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Expand Up @@ -47,6 +47,16 @@ You can use events to manipulate the scale and positioning of tiled sprite objec

![](/gdevelop5/objects/ChangeOffsetActions.png)

By continuously increasing the **Image X Offset** or **Image Y Offset** in the events, the tile pattern appears to scroll inside the object — a common way to create a moving background without repositioning the object itself.

#### Change the appearance

A few actions let you change how a tiled sprite looks while the game runs:

- **Tint color**: multiplies the image by a color (the default, white, leaves the image unchanged). Useful for damage flashes, day/night tinting or reusing the same tileset with different colors.
- **Opacity**: makes the object more or less transparent (from 0 for fully invisible to 255 for fully opaque).
- **Image**: swaps the displayed image for another resource, for example to change a wall or background texture at runtime.

## Examples

!!! tip
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