Defold 1.11.2 Beta

Defold 1.11.2 BETA

Disclaimer

This is a BETA release, and it might have issues that could potentially be disruptive for you and your teams workflow. Use with caution. Use of source control for your projects is strongly recommended.

Access to the beta

Download the editor or bob.jar from GitHub: Release v1.11.2 - beta · defold/defold · GitHub

Localisation of the Editor!

We’ve started localizing the editor UI! While the process isn’t fully complete yet, many parts of the editor have already been translated — and we’re looking for localization contributors.

We host our localization project on Crowdin. Join the project, choose the language you’d like to contribute to, and start translating the editor strings directly in Crowdin. All UI text is stored in the en.editor_localization source file, and Crowdin automatically exports the translated files back into the repository.

If your language is missing, use the Request language option in Crowdin, and we’ll add it for you. When translating, make sure to preserve placeholders such as {template} exactly as they appear in the source string — we use the ICU message format for variable interpolation.

Once translations are approved in Crowdin, they will be automatically incorporated into the editor.

Summary

  • NEW: (#6553) Add gui.cancel_animations() to cancel one or all animation(s) at the same time (by JCash)
  • NEW: (#11281) Add Dualsense driver mapping for Linux (by wfzyx)
  • NEW: (#11360) Simplify dmGraphics::IsTextureType3D(TextureType) (by vil02)
  • NEW: (#7930) Automatically save any changes in the editor whenever it loses focus (by AGulev)
  • NEW: (#8495,#11007) Enhanced the orthographic camera behavior in the editor for better usability and accuracy (by AGulev)
  • FIX: (#11298) Issue 11298 resolve sound deadlock on Windows (by deurell)
  • FIX: (#11330) Add caching for the “vanilla” engine when downloaded through Bob.jar to avoid repeated downloads (by AGulev)
  • FIX: (#11356) Provide debug symbols for all HTML5 target architectures and build configurations (by AGulev)
  • FIX: (#11366) HTML5 profiler now reports the correct memory usage (by smagnuso)
  • FIX: (#11315) Add support for running the Android tools in bob from the commandline (by britzl)
  • FIX: (#11380) Added dmResource::GetWithExt() to dmsdk for more robust resource loading (by JCash)
  • FIX: (#9917) Fix frustrum culling for sprites with pivot point (by ekharkunov) Removed from release
  • FIX: (#11397) Fix for when bitmap font uses 4 channels which caused a crash (by JCash)
  • FIX: (#11290) Fix Tile Source Collision Group colors in Outline (by matgis)
  • FIX: (#11314) Feed positions and normals to all vertex attributes with a matching semantic-type (by matgis)
  • FIX: (#7713) Ensure the camera component icon (gizmo) maintains a pixel-stable size on screen (by AGulev)
  • FIX: (#11365) Update welcome screen for better discoverability. (by AGulev)
  • FIX: (#11438) Editor: Fix page count mismatch detection and error message for sprites (by matgis)

Engine

NEW: (#6553) ‘Add gui.cancel_animations() to cancel one or all animation(s) at the same time’ by JCash
We’ve renamed the function to better match go.cancel_animations()
The function can now cancel a single animation of a node, or all animations at the same time:

gui.cancel_animations(node, "position.x") -- cancel a single animation
gui.cancel_animations(node) -- cancel all animations

:warning: The old function gui.cancel_animation() is now deprecated. Please use the new one instead!

NEW: (#11281) ‘Add Dualsense driver mapping for Linux’ by wfzyx

NEW: (#11360) ‘Simplify dmGraphics::IsTextureType3D(TextureType) by vil02
This resolves misc-redundant-expression.

I did not observe more warnings of that type in defold code.

FIX: (#11298) ‘Issue 11298 resolve sound deadlock on Windows’ by deurell
Resolve sound deadlock on Windows when disconnecting sound device.

FIX: (#11330) ‘Add caching for the “vanilla” engine when downloaded through Bob.jar to avoid repeated downloads’ by AGulev
To keep Bob.jar lightweight, it doesn’t include all platform architectures and symbols. When needed, the “vanilla” engine is downloaded from the CDN.
This update introduces caching for those downloaded files in the .internal folder, avoiding repeated downloads on each bundle.

FIX: (#11356) ‘Provide debug symbols for all HTML5 target architectures and build configurations’ by AGulev
HTML5 symbols are now provided for all build types and platforms: a folder <project_name>_symbols containing all symbols is created alongside the bundle.

FIX: (#11366) ‘HTML5 profiler now reports the correct memory usage’ by smagnuso
On HTML5, our in game profiler now returns the memory usage as reported by Emscripten.
This affects both our in game profiler Memory variable, as well as the profiler.get_memory_usage() Lua function.

FIX: (#11315) ‘Add support for running the Android tools in bob from the commandline’ by britzl
Added the ability to runaapt2 (Android Asset Packaging Tool), bundletool and jarsigner from the commandline.

java -cp bob.jar com.dynamo.bob.tools.AndroidTools aapt2 link --proto-format ....
java -cp bob.jar com.dynamo.bob.tools.AndroidTools jarsigner -verbose -keystore debug.keystore ...
java -cp bob.jar com.dynamo.bob.tools.AndroidTools bundletool build-apks --bundle= ...

FIX: (#11380) ‘Added dmResource::GetWithExt() to dmsdk for more robust resource loading’ by JCash
This allows the developer to pass in an expected extension, in order to make sure that the resources path passed in is the correct type. This is especially helpful if the code is data driven and the developer doesn’t know the resource path beforehand.

Documentation

FIX: (#9917) ‘Fix frustrum culling for sprites with pivot point’ by ekharkunov
Fixed culling for sprites with pivot points. Also implemented some optimization on how geometry data calculated and stored between batches. So no it should be a bit faster in terms of calculation but consume some memory to store cached information.

FIX: (#11397) ‘Fix for when bitmap font uses 4 channels which caused a crash’ by JCash

Editor

NEW: (#7930) ‘Automatically save any changes in the editor whenever it loses focus’ by AGulev
Introduced a new option that automatically saves all open files in the editor whenever it loses focus.

NEW: (#8495,#11007) ‘Enhanced the orthographic camera behavior in the editor for better usability and accuracy’ by AGulev

  • Orthographic camera gizmo size in the scene view reflects game.project display width/height and Orthographic Zoom.
  • Orthographic camera FOV is now disabled when Orthographic Projection is enabled.
  • Perspective-only fields are disabled in orthographic mode.
  • Orthographic Zoom must be greater than zero; invalid values show an error.

FIX: (#11290) ‘Fix Tile Source Collision Group colors in Outline’ by matgis

FIX: (#11314) ‘Feed positions and normals to all vertex attributes with a matching semantic-type’ by matgis
The editor now supplies positions and normals to all vertex attributes with a matching semantic type when rendering objects in the Scene View. This reverts a change introduced in #10635, which caused a regression for shaders that make use of both world-space and local-space attributes of the same semantic type.

FIX: (#7713) ‘Ensure the camera component icon (gizmo) maintains a pixel-stable size on screen’ by AGulev
Ensure the camera component’s icon in the editor stays a constant size regardless of scene scale.

FIX: (#11365) 'Update welcome screen for better discoverability. ’ by AGulev
Moved the Templates, Samples, and Tutorials sections from a submenu to the root level to improve discoverability and make them easier to access.

CleanShot 2025-10-16 at 16 20 42@2x

FIX: (#11438) ‘Editor: Fix page count mismatch detection and error message for sprites’ by matgis
Fix issue where paged Materials were erroneously detected as unpaged when inspecting Sprite properties.

21 Likes

I’d love to help localizing the editor with Brazilian Portuguese translations. I don’t see it listed there yet tho

6 Likes

Let’s summon @vlaaad to help with it!!

1 Like

Excellent work, thank you! :blush:

Yes yes, I didn’t add it yet. I’ll do it later today/tomorrow

1 Like

Now I added brazilian portuguese!

1 Like

Any chance you could add Dutch? I’d be happy to help out! :grinning_face_with_smiling_eyes:

4 Likes

And I can make a Polish one! :poland:

2 Likes

Many thanks! It works.
A small note - when I close the app, I see a strange error in the log:

ERROR:SOUND: WASAPI error 0x88890006:
4 Likes

The beta engine crashes on a huge project and I assume that the error is related to the fix:

Assertion failed: i < Size(), file D:\a\defold\defold\tmp\dynamo_home\sdk\include\dmsdk/dlib/array.h, line 486
INFO:CRASH: Successfully wrote Crashdump to file: C:/Users/Artsiom/AppData/Roaming/Defold/_crash
ERROR:CRASH: CALL STACK:

ERROR:CRASH:  0 0x7FF71DEEBB80 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:143
ERROR:CRASH:  1 0x7FF71DEEC220 dmCrash::SignalHandler D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:294
ERROR:CRASH:  2 0x7FF71E271F50 raise /tmp/job12635462451801786569/minkernel/crts/ucrt/src/appcrt/misc/signal.cpp:547
ERROR:CRASH:  3 0x7FF71E261374 abort /tmp/job12635462451801786569/minkernel/crts/ucrt/src/appcrt/startup/abort.cpp:71
ERROR:CRASH:  4 0x7FF71E260320 common_assert_to_stderr<wchar_t> /tmp/job12635462451801786569/minkernel/crts/ucrt/src/appcrt/startup/assert.cpp:186
ERROR:CRASH:  5 0x7FF71E25FE38 _wassert /tmp/job12635462451801786569/minkernel/crts/ucrt/src/appcrt/startup/assert.cpp:443
ERROR:CRASH:  6 0x7FF71DFA3F70 dmGameSystem::RenderListFrustumCulling D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_sprite.cpp:1964
ERROR:CRASH:  7 0x7FF71DE6E610 dmRender::DrawRenderList D:\a\defold\defold\engine\render\src\render\render.cpp:923
ERROR:CRASH:  8 0x7FF71E051430 dmRender::ParseCommands D:\a\defold\defold\engine\render\src\render\render_command.cpp:185
ERROR:CRASH:  9 0x7FF71DF6E4A0 dmRender::UpdateRenderScriptInstance D:\a\defold\defold\engine\render\src\render\render_script.cpp:3631
ERROR:CRASH: 10 0x7FF71DF5E100 dmEngine::StepFrame D:\a\defold\defold\engine\engine\src\engine.cpp:1961
ERROR:CRASH: 11 0x7FF71DF58110 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:2488
ERROR:CRASH: 12 0x7FF71DF5EDF0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:83
ERROR:CRASH: 13 0x7FF71DE42E30 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 14 0x7FF71DDA1120 main /tmp/job12635462451801786569/build/main.cpp:126
ERROR:CRASH: 15 0x7FF71E219B54 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 16 0x7FFBDF90E8C0 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 17 0x7FFBE19FC320 RtlUserThreadStart <unknown>:0
ERROR:CRASH: 

I haven’t managed to pinpoint the crash in a repro project yet… :person_shrugging:

3 Likes

I would like to join the translation project. I have already completed an initial version of the translation and wish to continue contributing to the Def localization efforts. Please approve my application.

1 Like

the same. Win32

Assertion failed: i < Size(), file D:\a\defold\defold\tmp\dynamo_home\sdk\include\dmsdk/dlib/array.h, line 486
INFO:CRASH: Successfully wrote Crashdump to file: C:/Users/isunt/AppData/Roaming/Defold/_crash
ERROR:CRASH: CALL STACK:

ERROR:CRASH:  0 0x7FF6DD40EFC0 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:143
ERROR:CRASH:  1 0x7FF6DD40F820 dmCrash::SignalHandler D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:294
ERROR:CRASH:  2 0x7FF6DD50E484 raise minkernel\crts\ucrt\src\appcrt\misc\signal.cpp:547
ERROR:CRASH:  3 0x7FF6DD4F20DC abort minkernel\crts\ucrt\src\appcrt\startup\abort.cpp:71
ERROR:CRASH:  4 0x7FF6DD4A1A08 common_assert_to_stderr<wchar_t> minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:186
ERROR:CRASH:  5 0x7FF6DD4A20C0 _wassert minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:443
ERROR:CRASH:  6 0x7FF6DD10D380 dmGameSystem::RenderListFrustumCulling D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_sprite.cpp:1964
ERROR:CRASH:  7 0x7FF6DD207600 dmRender::DrawRenderList D:\a\defold\defold\engine\render\src\render\render.cpp:923
ERROR:CRASH:  8 0x7FF6DD22AD00 dmRender::ParseCommands D:\a\defold\defold\engine\render\src\render\render_command.cpp:185
ERROR:CRASH:  9 0x7FF6DD2152F0 dmRender::UpdateRenderScriptInstance D:\a\defold\defold\engine\render\src\render\render_script.cpp:3631
ERROR:CRASH: 10 0x7FF6DD025560 dmEngine::StepFrame D:\a\defold\defold\engine\engine\src\engine.cpp:1961
ERROR:CRASH: 11 0x7FF6DD0265F0 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:2488
ERROR:CRASH: 12 0x7FF6DD026980 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:83
ERROR:CRASH: 13 0x7FF6DD01D5E0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 14 0x7FF6DD483F74 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 15 0x7FF9AF1E7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 16 0x7FF9B0D3CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH: 
3 Likes

Do you perhaps have a repro or project we could look at?

For example this one GitHub - Dragosha/defold-light-and-shadows: Pack of shaders to make light and shadows in Defold.

3 Likes

Thanks. Hmm, it works fine for me on macOS. Is shouldn’t be platform specific, but perhaps it’s related to something we did for Win32 (e.g. sound changes) :thinking:

it crashes in fog_of_war branch:

Thread 0 Crashed:: engine_main
0   libsystem_kernel.dylib        	       0x1842b25b0 __pthread_kill + 8
1   libsystem_pthread.dylib       	       0x1842ec888 pthread_kill + 296
2   libsystem_c.dylib             	       0x1841f2898 __abort + 132
3   libsystem_c.dylib             	       0x1841f2814 abort + 136
4   libsystem_c.dylib             	       0x1841f1a3c __assert_rtn + 284
5   dmengine                      	       0x103028b90 <deduplicated_symbol> + 36
6   dmengine                      	       0x102b626e4 dmGameSystem::RenderListFrustumCulling(dmRender::RenderListVisibilityParams const&) + 508
7   dmengine                      	       0x102c07f24 dmRender::DrawRenderList(dmRender::RenderContext*, dmRender::Predicate*, dmRender::NamedConstantBuffer*, dmRender::FrustumOptions const*, dmRender::SortOrder) + 332
8   dmengine                      	       0x102c0b6a8 dmRender::ParseCommands(dmRender::RenderContext*, dmRender::Command*, unsigned int) + 636
9   dmengine                      	       0x102c0ff4c dmRender::UpdateRenderScriptInstance(dmRender::RenderScriptInstance*, float) + 132
10  dmengine                      	       0x102afc2ac dmEngine::Step(dmEngine::Engine*) + 1280
11  dmengine                      	       0x102afc904 dmEngineUpdate(dmEngine::Engine*) + 32
12  dmengine                      	       0x102afd588 dmEngine::RunLoop(dmEngine::RunLoopParams const*) + 104
13  dmengine                      	       0x102afd508 engine_main(int, char**) + 104
14  dyld                          	       0x183f2dd54 start + 7184

2 Likes

Thanks. Yeah I got it to crash when I moved the character behind some trees in the demo.

This crashes for me as well on Linux (Bazzite, which is Fedora-based) when I try to run it. This forum won’t let me upload the crash dump file, but here are the console logs:

INFO:DLIB: Log server started on port 44069
INFO:ENGINE: Target listening with name: steamdeck - fe80::dbf7:669c:7e46:f426 - Linux
INFO:ENGINE: Engine service started on port 44997
INFO:GRAPHICS: Installed graphics device 'ADAPTER_FAMILY_OPENGL'
INFO:ENGINE: Defold Engine 1.11.2 (383dc9c)
INFO:PROFILER: Initialized Remotery (ws://127.0.0.1:17815/rmt)
INFO:ENGINE: Loading data from: build/default
INFO:SOUND:   DSP backend: Fallback
INFO:SOUND: Sound
INFO:SOUND:   nSamplesPerSec:   48000
INFO:SOUND:        useThread:   1
INFO:ENGINE: Initialised sound device 'default'
WARNING:INPUT: No gamepad map found for gamepad 0 (Steam Deck). The raw gamepad map will be used.
INFO:CRASH: Successfully wrote Crashdump to file: /var/home/[REDACTED]/.local/share/Defold/_crash
ERROR:CRASH: CALL STACK:

ERROR:CRASH: [0x563d2dd2fd97]
ERROR:CRASH: /lib64/libc.so.6(+0x1a070) [0x7fbae8eda070]
ERROR:CRASH: [0x563d2da96681]
ERROR:CRASH: 

1 Like

Thanks for reporting the strange error. I added wasapi error logging when resolving the deadlock and implementing the device recovery logic so existing wasapi errors started showing up. I believe this error is due to on app close we send the wrong buffer size to release buffer rendering a AUDCLNT_E_BUFFER_TOO_LARGE that is reported here. I fixed it in the device recovery PR and error stopped showing. Missed it in the original PR so thanks for reporting!

2 Likes

For what it’s worth I also get the error below:

Assertion failed: i < Size(), file D:\a\defold\defold\tmp\dynamo_home\sdk\include\dmsdk/dlib/array.h, line 486

It’s a very big project though and tricky to repro but I see it has been reproduced above. Win 10.