Defold 1.13.0 BETA

In defold 1.12.4 3D models were shaded, in 1.13.0 they are no longer shaded. Is this expected?

is this beacsue they are .dae models and the format is now obsolete?

That would likely be the first issue, then yes. The models are simply not loaded.

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that worked. thank you

Hi, all! I’m running into an issue where my Samsung Galaxy A13 (ARMv8-L, i.e. 32-bit Android running on a 64-bit Exynos 850 SoC with a Mali-G52) crashes when loading a 2048x2048 3-page paged atlas when the Android graphics API is set to OpenGL+Vulkan or Vulkan and texture compression is enabled.

INFO:GRAPHICS: Transcoding: /hub/art/atlases/game_headers.texturec from 16 to 10 (TEXTURE_FORMAT_RGBA_ASTC_4X4 -> cTFASTC_4x4_RGBA)
ERROR:GRAPHICS: Vulkan Error (../src/vulkan/graphics_vulkan.cpp:4649) VK_ERROR_DEVICE_LOST
A  ../src/vulkan/graphics_vulkan.cpp:4649: void dmGraphics::CopyToTexture(dmGraphics::VulkanContext *, const dmGraphics::TextureParams &, bool, uint32_t, void *, dmGraphics::VulkanTexture *): assertion "0" failed
INFO:CRASH: Successfully wrote Crashdump to file: /data/user/0/<pkg>/files/_crash
ERROR:CRASH: CALL STACK:
#00 pc 0x0000396bfc ...libClassicGames.so
#01 pc 0x000005db38 ...libc.so
#02 pc 0x0000063126 ...libc.so abort+137
#03 pc 0x00000633c6 ...libc.so __assert2+25
#04 pc 0x000024263c ...libClassicGames.so
#05 pc 0x000024743c ...libClassicGames.so
#06 pc 0x00002018dc ...libClassicGames.so
#07 pc 0x00001a986c ...libClassicGames.so
#08 pc 0x00001c41f4 ...libClassicGames.so
#09 pc 0x00001c3eec ...libClassicGames.so
#10 pc 0x00001d2770 ...libClassicGames.so
#11 pc 0x00001d2290 ...libClassicGames.so
#12 pc 0x00001d187c ...libClassicGames.so
#13 pc 0x00001d1760 ...libClassicGames.so
#14 pc 0x00001d1760 ...libClassicGames.so


Right now, the only workaround is forcing OpenGL only or disabling texture compression.

I’ve created an issue already.

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Curious, why is SHAPE_TYPE_CHAIN only available for Box2D v2? It’s also part of the Box2D v3, but maybe it was more difficult to hook up?

Because there is no ā€œchainā€ or ā€œedgeā€ type in Box2d v3.
It’s technically called ā€œSEGMENTā€.
We do provide EDGE as an alias for the SEGMENT type.

Thanks for testing! I’ll check it out next week

1 Like

Thanks! I mention it because I noticed edge shapes snag moving objects, but chain shapes don’t:

Box2D v2 with chain shapes:


Box2D v3 with edge shapes:


I suppose the solution is to use v2 instead of v3 to avoid snagging.

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I also have to correct myself a bit, as there seem to exist a b2CreateChain which doesn’t seem to be neither a shape or joint :frowning:
It’ll have to arrive at a later date I suppose… (we’ll happily accept PR’s ofc)

3 Likes

removed collada support

why?

Collada is an old legacy format. glTF is a modern format which supports many features not present in Collada, such as material settings and embedded textures. glTF is JSON, Collada is XML. We only want to support one format in our tools, and that format is glTF.

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useless note: I have to re-import a bunch of models but I fully agree with the choice

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I found a ā€œbugā€?

upon opening a GUI component via Ctrl + P, You cannot zoom in and out without clicking within or panning the view within the Scene editor first.

It cannot be reproduced in 1.12.4 and earlier. Should I open a github issue?

Yes, please!

Done!

3 Likes

Thanks for catching this! It’s fixed. Should be merged soon.

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We’ve now updated the BETA with chain functionality and other functions. (see notes above).
See the example project for usage: GitHub - JCash/example-box2d: An example how to use Lua scripting with Box2d in Defold Ā· GitHub (V2 and V3)

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A first example for playing animations with morph targets is live now (credits to @jhonny.goransson for preparing it):

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I was trying out 1.13 with the BRDF Deferred Rendering demo (GitHub - martianovdev/Defold-BRDF-Deferred-Rendering-V2 Ā· GitHub) and I ran into this issue: some of the assets seem to be dispalced, shifted either upwards or downwards.

But when I open the same scene in 1.12.4, everything is lined up correctly. I didn’t modify the scene at all, just opened the scene.

After making some code substitutions necessary in 1.13, the scene runs, but the collisions and some objects have been displaced.

Could this be some type of bug?

It’s this:

4 Likes