# Defold 1.10.1 BETA

**URL:** <https://forum.defold.com/t/defold-1-10-1-beta/80375>\
**Category:** Release notes\
**Created:** [April 28, 2025, 2:55pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375 "2025-04-28T14:55:57Z")\
**Posts on this page:** 19\
**Page:** 2

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 1, 2025, 7:15am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/21 "2025-05-01T07:15:53Z")

</div>

I’ve pushed fixes to beta now, and they should be available in ~50-60 minutes.

> [@Alex\_8BitSkull](#):
>
> What is the “cost” here?

Yes, it’s mostly about ram. And, as we don’t support pages in that texture, the max dimensions of your graphics card as well.

> What about a game.project parameter for maximum glyph size? Which could then complain if it is exceeded, similar to spawning game objects in excess of the instance cap.

I think it’s even harder for a developer to anticipate the actual glyph size (they vary quite a lot).  
Besides, that type of runtime warning is what the “Entire font glyph cache (1024 x 2048) is filled in a single frame … Consider increasing the cache for ´path/to/resource.font´” is doing.

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<div class="post-metadata">

**Author:** ![Alex\_8BitSkull](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/alex_8bitskull/32/5424_2.png) [@Alex\_8BitSkull](https://forum.defold.com/u/Alex_8BitSkull)\
**Post date:** [May 1, 2025, 8:15am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/22 "2025-05-01T08:15:56Z")

</div>

> [@Mathias\_Westerdahl](#):
>
> Besides, that type of runtime warning is what the “Entire font glyph cache (1024 x 2048) is filled in a single frame … Consider increasing the cache for ´path/to/resource.font´” is doing.

That’s not exactly what I suggested. The warning you are referring to relates to exceeding a given glyph cache size (whether it’s automatic or manual). What I am suggesting is a cap on the automatically calculated glyph cache size, and warnings when that is exceeded.

> [@Mathias\_Westerdahl](#):
>
> I think it’s even harder for a developer to anticipate the actual glyph size (they vary quite a lot).

As it stands though that is precisely what I have to do due to the arbitrary cap at 1024x2048. I know that size is not enough, but I don’t know what **is** enough. It’s hard to know whether 2048x2048 is appropriate or if 2048x4096 is required. I’ll probably only find out if end users start complaining about flickering. Targeting desktop platforms means I am tempted to just stick 4096x4096 in there and call it a day.

**My current workflow:**  
I know that 1024x2048 is not enough, so I must either identify the peak level of text on screen in my game (technically difficult), or create a test scene where I render all unique characters of each font (that is basically what my latest repro project does) (time consuming). Since the amount of text in a game grows as it develops, in practice I will either create that test scene and have it delete itself after init(), or save myself the effort and go for a large safe value (e.g. 4096x4096).

**Potential workflow**  
The automatic calculation is uncapped, but warnings are given for extreme values. I can specify that I am comfortable with glyph cache sizes up to 4096x4096, which means I can forget about it unless I ever do reach the cap at which point I probably need to save space by reducing the font size or something.

I don’t know, I don’t want to badger you into a big change since it seems to affect only a tiny population of your users. It’s just creating a custom scene to test glyph cache sizes seems extremely hacky and weird (I’ll need to do \*.io stuff to automatically populate the labels/text nodes with the unique characters in the font files).

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<div class="post-metadata">

**Author:** ![d954mas](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/d954mas/32/5401_2.png) [@d954mas](https://forum.defold.com/u/d954mas)\
**Post date:** [May 1, 2025, 8:16am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/23 "2025-05-01T08:16:00Z")

</div>

Something wrong with sound gain on web. On windows worked correctly.

This is smal repro case.  
[sounds problem.zip](https://forum.defold.com/uploads/short-url/pJYJx17aduT4IwLiSu1jjDFWrfI.zip) (1.0 MB)

```lua
function init(self)
	self.gain = 0
	self.gain_dir = 1
	sound.play("/root#sound")
end

function update(self, dt)
	self.gain = self.gain + self.gain_dir * dt
	if self.gain > 1 then 
		self.gain = 1
		self.gain_dir = -1
	elseif self.gain < 0 then
		self.gain = 0
		self.gain_dir = 1
	end
	sound.set_gain("/root#sound", self.gain)
	print(self.gain)
end

```

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<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 1, 2025, 8:31am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/24 "2025-05-01T08:31:02Z")

</div>

A fix has been pushed to the beta now. It’ll take ~1hr until it is done.

---

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 1, 2025, 8:34am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/25 "2025-05-01T08:34:25Z")

</div>

> [@Alex\_8BitSkull](#):
>
> What I am suggesting is a cap on the automatically calculated glyph cache size, and warnings when that is exceeded.

Adding a warning to bob/editor is along the lines we’re thinking as well.

> I know that size is not enough, but I don’t know what **is** enough

Yeah, I think we should show (in the editor), the number of glyphs that will fit into the cache.  
And that’s an actual target you can use as you need to decide upfront how many unique glyphs you will show at any given frame.

(edit)

> The automatic calculation is uncapped, but warnings are given for extreme values

That would be inconsistent with how we usually deal with budgets.  
We start low for a reason namely to make devs think about budgets and also to help ship the game.

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<div class="post-metadata">

**Author:** ![morgerion](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/morgerion/32/6641_2.png) [@morgerion](https://forum.defold.com/u/morgerion)\
**Post date:** [May 1, 2025, 9:50am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/26 "2025-05-01T09:50:55Z")

</div>

This is what my console looks like when running a large project from the editor:

 ![image](https://forum-defold-uploads.b-cdn.net/original/3X/d/a/da47fa0072235eab5fc6c972d43bbea4bf55a7f7.png)

At the same time, everything is written to the log file correctly:  
[log.txt](https://forum.defold.com/uploads/short-url/clcRTz2dhQh2sey59AWlYl4EdUS.txt) (15.0 KB)

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<div class="post-metadata">

**Author:** ![ThinkNathan](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/thinknathan/32/32599_2.png) [@ThinkNathan](https://forum.defold.com/u/ThinkNathan)\
**Post date:** [May 2, 2025, 3:07am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/27 "2025-05-02T03:07:09Z")

</div>

> [@Mathias\_Westerdahl](#):
>
> Html5 + simd support is now opt in per library.

I’m not sure I understand how to opt-in to SIMD support in WASM. Is it done by manually editing the app manifest? Is it supposed to look something like this?

```lua
wasm-web:
context:
excludeLibs: [sound_nosimd, ...]
libs: [sound, ...]
...

```

_(edited with correction)_

Anyways, thanks for all the great work!

---

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 2, 2025, 7:48am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/28 "2025-05-02T07:48:57Z")

</div>

That is almost correct. Replace `content` with `context`  
You will see in the log, after “DSP backend”, which implementation you got. It should say `WASM`.

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<div class="post-metadata">

**Author:** ![sprocketc](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/sprocketc/32/38848_2.png) [@sprocketc](https://forum.defold.com/u/sprocketc)\
**Post date:** [May 2, 2025, 8:05am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/29 "2025-05-02T08:05:17Z")

</div>

Thanks! This is related to [No output to editor console. · Issue #10226 · defold/defold · GitHub](https://github.com/defold/defold/issues/10226).  
Please post any additional info on the github issue so we can keep track of it.

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<div class="post-metadata">

**Author:** ![ThinkNathan](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/thinknathan/32/32599_2.png) [@ThinkNathan](https://forum.defold.com/u/ThinkNathan)\
**Post date:** [May 3, 2025, 5:46am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/31 "2025-05-03T05:46:50Z")

</div>

Thank you. I was able to test, and it works fine with my project. 👍

---

<div class="post-metadata">

**Author:** ![Pawel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pawel/32/24623_2.png) [@Pawel](https://forum.defold.com/u/Pawel)\
**Post date:** [May 3, 2025, 7:18pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/32 "2025-05-03T19:18:42Z")

</div>

Also, an important note to anyone using Spine - that there is a new Spine extension release compatible with 1.10.1+ versions:

[https://github.com/defold/extension-spine](https://github.com/defold/extension-spine)

---

<div class="post-metadata">

**Author:** ![Pawel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pawel/32/24623_2.png) [@Pawel](https://forum.defold.com/u/Pawel)\
**Post date:** [May 3, 2025, 9:50pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/33 "2025-05-03T21:50:54Z")

</div>

Could you please write more information about AABBs?

AABB information is afaik in model’s **local** space, correct?

I’m trying to use the new API in Basic 3D example, but I get **same** data for all models (cube and sphere) and regardless if rotated (there is no scaling for model, only for the parent game object, so I expected scaling go, won’t affect the model’s aabb).

```lua
DEBUG:SCRIPT: 
{ --[[0x777aa0041e00]]
  min = vmath.vector3(-0.5, -0.5, -0.5),
  max = vmath.vector3(0.5, 0.5, 0.5)
}

```

I also added a simple function to draw the lines joining corners of aabb:

 ![image](https://forum-defold-uploads.b-cdn.net/original/3X/0/c/0c57ebb7a47049d8f687dc76743fc5b1a46a5070.png)

After converting to world space:

 ![image](https://forum-defold-uploads.b-cdn.net/original/3X/e/2/e2e174a793636e4ddb526de725dfe7cc21e2bde6.png)

I only got different result, when testing quad (as height is 0) and a quad sized 2x2 (the built-in quad\_2x2.dae) of course (below is aabb visualisation for quad\_2x2, but in position of cube):

 ![image](https://forum-defold-uploads.b-cdn.net/original/3X/2/e/2ebf81c76a7be36c194c83188ce1bfdf29407449.png)

---

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 4, 2025, 12:17pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/34 "2025-05-04T12:17:13Z")

</div>

> [@Pawel](#):
>
> AABB information is afaik in model’s **local** space, correct?

Correct. the AABB is in local space. The AABB is tied to the model, not the component, so it won’t change.

> and regardless if rotated

The AABB (axis aligned bounding box) isn’t rotated. It’s in local space.

At runtime we use this AABB to calculate the bounding volume (currently a sphere) for the model.  
At this point, the scaling is taken into account. See comp\_model.cpp for more info.

---

<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [May 15, 2025, 12:39pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/35 "2025-05-15T12:39:20Z")

</div>

> [@Defold 1.10.1 has been released](https://forum.defold.com/t/defold-1-10-1-has-been-released/80481/12):
>
> Hi, after updating to Defold 10.1, I noticed unexpected behavior when managing game objects (GOs) created via a factory.
> 
> 1. I create GOs using a factory.
> 2. Their IDs are stored in a separate table.
> 3. When a GO is deleted, I iterate through the table to find a matching ID and remove the entry.
> 
> In Defold 10.1, the deletion no longer works. When I compare IDs the debug log shows something like this:
> 
> ```lua
> DEBUG:SCRIPT: hash: [/instance0]== hash: [/instance0] false
> 
> ```
> 
> Despite the IDs appearing identical, the comparison returns `false`.
> 
> Has something changed in how instance IDs are compared in Defold 10.1? Do I now need to use a different approach for finding and removing entries from the table?  
> [test\_go.zip](https://forum.defold.com/uploads/short-url/3neMToKccpmQSGsJAj7Gbad6Yfm.zip) (3.8 KB)

Defold 1.10.1 has been released, but the fix `Use unique identifiers for factory-spawned game objects` increased the scope affected by this issue: [Comparing game object ID hashes returns false, even if they are equal, i.e. printed value is same, and comparing with hash\_to\_hex returns true · Issue #9374 · defold/defold · GitHub](https://github.com/defold/defold/issues/9374)  
Previously, it only affected objects and hashes (IDs) spawned using collection factories, but this fix extended the scope to factories as well.

We’ve made a fix, but since 1.10.1 has already been released, we don’t want to apply it directly to the released version without extra tests.

So, we decided to update Beta with[this fix](https://github.com/defold/defold/issues/9374) and ask you to test it and make sure it works fine now and that no new issues have appeared.  
Thank you very much.

> **[Release v1.10.1 - beta · defold/defold](https://github.com/defold/defold/releases/tag/1.10.1-beta)**
>
> Defold version 1.10.1
> Engine channel=None sha1: 1e3c9ed
> Editor channel=None sha1: 1e3c9ed
> date = 2025-05-15 12:33:04

---

<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [May 20, 2025, 6:46am UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/36 "2025-05-20T06:46:41Z")

</div>

@kornyushin did you test it? Does it fix your case?

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<div class="post-metadata">

**Author:** ![kornyushin](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/kornyushin/32/27696_2.png) [@kornyushin](https://forum.defold.com/u/kornyushin)\
**Post date:** [May 21, 2025, 4:20pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/37 "2025-05-21T16:20:15Z")

</div>

yes, tested, now it’s fixed. Thank you!

---

<div class="post-metadata">

**Author:** ![aglitchman](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/aglitchman/32/19432_2.png) [@aglitchman](https://forum.defold.com/u/aglitchman)\
**Post date:** [May 24, 2025, 12:06pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/38 "2025-05-24T12:06:31Z")

</div>

> [@Mathias\_Westerdahl](#):
>
> I’ve pushed a fix for this.  
> Html5 + simd support is now opt in per library. There is a “libsound.a” for use with simd.  
> By default, it is now using a “libsound\_nosimd.a” on HTML5, so you get the previous functionality.
> 
> CI build takes ~50 minutes.

Oh, I didn’t double-check your fix and looks like the version 1.10.1 (stable) now always requires Wasm SIMD:

- empty html5 build project - **requires** : `wasm instantiation failed! CompileError: WebAssembly.Module doesn't parse at byte 1800: invalid opcode 253, in function at index 1747`
- if I exclude `sound` and `physics` via appmanifest - **requires** : `wasm instantiation failed! CompileError: WebAssembly.Module doesn't parse at byte 1800: invalid opcode 253, in function at index 1559`
- if I specify manually `sound_nosimd` in appmanifest:

```lua
  js-web:
    context:
      excludeLibs: [sound]
      libs: [sound_nosimd]
  wasm-web:
    context:
      excludeLibs: [sound]
      libs: [sound_nosimd]

```

…still **requires** , i.e. `wasm instantiation failed! CompileError: WebAssembly.Module doesn't parse at byte 1800: invalid opcode 253, in function at index 1747`

I’m testing on iPhone 7, Safari 15.6.

What to do?

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<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [May 24, 2025, 12:33pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/39 "2025-05-24T12:33:33Z")

</div>

Hmm, I was sure it worked 🤔  
I’ll have to double check on monday.  
(Could also be box2d related, if I rebuilt the library with simd on and didn’t go back on that)

---

<div class="post-metadata">

**Author:** ![aglitchman](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/aglitchman/32/19432_2.png) [@aglitchman](https://forum.defold.com/u/aglitchman)\
**Post date:** [May 24, 2025, 12:54pm UTC](https://forum.defold.com/t/defold-1-10-1-beta/80375/40 "2025-05-24T12:54:24Z")

</div>

> [@Mathias\_Westerdahl](#):
>
> (Could also be box2d related, if I rebuilt the library with simd on and didn’t go back on that)

It would be cool to automate or simplify somehow the way to check if there is SIMD in the .wasm file 🙌 It will come in handy in the distant future when checking for SIMD will be added (I’m sure it will be).  
Because on an old iPhone it takes a long time to do it. I need to make an html5 build, add a link to the remote console in the index.html to see the errors, and then open it on the iPhone.

[Previous page](https://forum.defold.com/t/defold-1-10-1-beta/80375.md?page=1)
