Defold 1.11.2 Beta

we already have a repro, and have a fix incoming.

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We have now released a new beta with a fix for the issue.
Please try it again to verify the fix.

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The Light and Shadows project still crashes for me immediately on the main branch when I try to run it on 1.11.2. This is on Linux (Bazzite, based on Fedora, running on a Steam Deck in desktop mode). The project runs fine on 1.11.1.

There isn’t much log output (same as my previous message), but I managed to upload the crash dump file by renaming it with a txt extension.

defold_crash_dump_renamed.txt (50.5 KB)

Do you have a repro test project we could test with?

It’s the Light and Shadows library by Dragosha ( GitHub - Dragosha/defold-light-and-shadows: Pack of shaders to make light and shadows in Defold. ). When I hit Ctrl-B to build and run the main branch, it launches into a black screen and crashes a few seconds afterward.

My setup might be a bit unusual – as I mentioned before, I’m running Bazzite Linux on a Steam Deck in desktop mode. This shouldn’t be much different from running any other flavor of Linux though, I assume. Also, I’m using the standalone, non-Steam Linux builds of Defold.

Doesn’t work for me. Arch Linux.

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Doesn’t work for me too :frowning: Ubuntu 24.04

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It was an error in the release notes. That feature will arrive in 1.11.3.

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Are you able to run any Defold projects?
The callstack seems a bit broken (only 3 functions deep), but checking those symbols, the last one seems like it points to _glfwInitVulkan.
What Vulkan version do your OS support?

Can you try this build? It’s a beta version with reverted changes in sprite component. It should help pinpoint the problem.

Yes, I’ve been able to run other projects without issue (I’ve only tried a few though). Also, I’ve discovered that an HTML5 build of the Light and Shadows project does run successfully on my machine, in case that helps narrow anything down.

When I run vulkaninfo, I get 1.4.313. I can try creating a manifest and forcing OpenGL to see if that changes anything.

Also, I tried the build that @ekharkunov posted, but it crashes in the same way on the same project.

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Oh, also, it looks like we have a couple other Linux users here – maybe we could ask them to try running that project, to see if it’s an issue with my distro / environment?

The “Light and Shadows library by Dragosha” seems to build and run just fine for me on Arch Linux.

Thanks for testing; looks like the issue might be specific to my environment then.

@Mathias_Westerdahl Although Bazzite is a relatively niche distro, it seems to be popular for handhelds, HTPCs, and other gaming setups as an alternative to SteamOS, so it may be worth continuing to investigate. I’ll keep fiddling around on my end.

Can you run other projects with vulkan? Can you try to run the binary with “—use-validation-layers” and post the trace here or in a dm?

After copy pasting a gui node this happened (ctrl+c, ctrl+v). Also seems to happen when pasting a gui node and then ctrl+z:

Had to close the .gui tab and re-open it to fix it.. Pasting a new gui node seems to fix it too, most of the times at least:

Seems I can still select the nodes with arrow keys, but they seems to have gone through the Outline window ceiling and killed the scrollbar on their way out.

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In one of the prototypes, I came across some interesting changes in the calculation of coordinates and the rendering of sprites and models in the new beta.
The game die consists of the die model itself and six sprites on its faces. It moves with the cursor in the on_input method. In addition, the die object has a script that limits the position in which the die can move in the fixed_update method.
See how it works in 1.11.1 and earlier versions. And in the new beta. Yes, it seems that the textures have detached from the cube, but in fact, the model’s mesh has stopped, and the sprites continue to move following the cursor.

I’ve made a clean project without any unnecessary elements here:

test.zip (181.2 KB)

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the test.zip nicely demonstrates the issue.

In /assets/dice/die.script::fixed_update() is the call to go.set_position() to keep a die in bounds. The sprites flash out of bounds in 1.11.2 (the error), and don’t in 1.11.1

Changing from fixed_update() to update() in 1.11.2 ‘fixes’ the issue. So I guess the sprites are running off between fixed updates.

Yes, that’s it, but there’s still the problem of sprites blinking above the model’s mesh. You can see that they move as if in a different frame. The blinking disappears when the object is static and is only visible when it’s moving (rotating). This issue does not happen in earlier versions of Defold.

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