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.
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 isnât 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?
Itâs 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 â as I mentioned before, Iâm running Bazzite Linux on a Steam Deck in desktop mode. This shouldnât be much different from running any other flavor of Linux though, I assume. Also, Iâm using the standalone, non-Steam Linux builds of Defold.
Doesnât work for me. Arch Linux.
Doesnât work for me too
Ubuntu 24.04
It was an error in the release notes. That feature will arrive in 1.11.3.
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? Itâs a beta version with reverted changes in sprite component. It should help pinpoint the problem.
Yes, Iâve been able to run other projects without issue (Iâve only tried a few though). Also, Iâve 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.
Oh, also, it looks like we have a couple other Linux users here â maybe we could ask them to try running that project, to see if itâs an issue with my distro / environment?
The âLight and Shadows library by Dragoshaâ 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. Iâll keep fiddling around on my end.
Can you run other projects with vulkan? Can you try to run the binary with ââuse-validation-layersâ 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.
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 modelâs mesh has stopped, and the sprites continue to move following the cursor.
Iâve made a clean project without any unnecessary elements here:
test.zip (181.2 KB)
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 donât in 1.11.1
Changing from fixed_update() to update() in 1.11.2 âfixesâ the issue. So I guess the sprites are running off between fixed updates.
Changing from fixed_update() to update() in 1.11.2 âfixesâ the issue
Yes, thatâs it, but thereâs still the problem of sprites blinking above the modelâs 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 itâs moving (rotating). This issue does not happen in earlier versions of Defold.

