Defold 1.12.0 BETA

The manual has been updated - especially according to @Hunter_Loftis feedback - thank you once again for it!

Regarding transform updates - by “component-type update” we mean update of each component type, so e.g. script components, model components, sprite components, etc. Each of those components in Defold have “transform” properties (position, rotation, scale) and these properties are updated before each “component-type” update, so e.g., when all components of type “sprite” are updated - their transforms are updated too. In my opinion it’s a little bit too detailed and too deep for most of the users - I think the only message for users from it should be that the engine just takes care to always have up-to-date transforms for users.

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I opened a PR to illustrate the relatively minor change (at least, on top of an already breaking change!) required to support stable physics simulations in Defold:

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You are absolutely right!
Thanks to the team for not releasing the beta before the New Year and giving us the opportunity to test everything.

I created a test project where an object is supposed to stay exactly in the center of the screen. In version 1.11.2 it works as expected, but in 1.12.0 the object flies upward because the fixed update scripts now run in their own cycle, making it impossible to continuously apply forces to physics objects.

test_gravity.zip (630.2 KB)

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Thanks! Yes, we’re discussing the resolution internally.

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Thanks for the input (you and everyone else)

Our current update is under review (with your last draft PR baked in there):

We hope to ship this during the day.

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Edit: The beta has now been updated with these changes to the fixed update for script and physics.

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I have pushed two font related changes to the Beta now. It’ll land in ~1 hour.

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everything looks proper now regarding the lifecycle functions and how the physics interacts with them. this release will be huge for physics based games. thanks a lot

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I’m putting together some animations, but I still can’t preview the tilesource animations (using Spacebar) in the editor. I can only preview them when I add them to a sprite in a collection, which makes the process cumbersome, especially when trying to tweak the FPS, for instance. So for the time being I’m having to set up the animations in 1.11.2, which still has this functionality. Any assistance would be really appreciated.

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A fix has been merged for the tile source animation preview not working in the editor.

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It’s working perfectly, thank you so much!

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Just wanted to point out that LSP doesn’t know about the late_update function:

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Hello, when is this update planned to release? I see it has been in testing for longer than usual. The addition of late_update() will cure a lot of headaches. If soon, then I’ll wait, otherwise I’ll install the beta.

Do not wait - install the beta now!

Each engine beta must be downloaded and used from the very first day of its announcement, without waiting for the release. Otherwise, all beta versions will take as long to reach release as this one, or they’ll be released with bugs, and the team will have to spend time on urgent fixes.

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Yeah, installing the beta takes about 2 minutes - just downloading and moving a file. If you want to install it side by side with a stable version you can do that too. Make a fit commit first and there’s no risk to your project.

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