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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": "2026-07-31",
"summary": "Improved Tiled Sprite docs: frame-rate-independent scrolling with image offsets, tint color, and runtime image swapping; fixed wrong reference link in Text Entry docs"
}
]
}
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/).
9 changes: 9 additions & 0 deletions docs/gdevelop5/objects/tiled_sprite/index.md
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Expand Up @@ -47,6 +47,15 @@ You can use events to manipulate the scale and positioning of tiled sprite objec

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

For a continuously scrolling background, increase the *Image X Offset* (or *Image Y Offset*) a little on every frame — for example by adding a value multiplied by `TimeDelta()` so the speed stays consistent regardless of the frame rate. The offset wraps around automatically as the image repeats.

#### Tint and change the image

Two other actions can be useful at runtime:

* **Tint color** multiplies the image by a color (the default white leaves the image unchanged), which is handy to flash the object or recolor a repeating texture without a separate image.
* **Image** replaces the displayed image with another one from your project's resources, letting you reuse a single object for several repeating textures.

## Examples

!!! tip
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