# Defold 1.13.2 has been released!

**URL:** <https://forum.defold.com/t/defold-1-13-2-has-been-released/83276>\
**Category:** Release notes\
**Created:** [September 29, 2026, 6:16pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276 "2026-09-29T18:16:04Z")\
**Posts on this page:** 19\
**Page:** 1

<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [September 29, 2026, 6:16pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/1 "2026-09-29T18:16:04Z")

</div>

# Defold 1.13.2

This version includes support for Rich Text labels and GUI nodes. The new functionality allows developers to add markup to text in order to change font color, add gradients, outlines and much more. Visit the [Rich Text manual](https://defold.com/manuals/font-richtext) to learn more.

[![Defold_1_13_2_released](https://forum-defold-uploads.b-cdn.net/original/3X/b/0/b033fdf87149e77a84d802b61f2fd0fd080755a6.jpeg)](https://defold.com/2026/09/29/Defold-1-13-2/)  
_Mockup made with Defold, models by Quaternius, UI by Kenney and skybox by FreeStylized._

## Summary

- **BREAKING CHANGE** : ([#8716](https://github.com/defold/defold/pull/12799)) Improve HTML loading time (by ekharkunov)
- **BREAKING CHANGE** : ([#12910](https://github.com/defold/defold/pull/12932)) Deprecated misspelled event constant `window.WINDOW_EVENT_ICONFIED` (by britzl)
- **NEW** : ([#12806](https://github.com/defold/defold/pull/12808)) Speed up LiveUpdate archive creation (by britzl)
- **NEW** : ([#12870,#12869,#10721](https://github.com/defold/defold/pull/12872)) Add App Manifest options to exclude GUI, Particle FX, and Tilemaps (by AGulev)
- **NEW** : ([#12842](https://github.com/defold/defold/pull/12845)) Bob performance improvements (by britzl)
- **NEW** : ([#12397](https://github.com/defold/defold/pull/12450)) Added graphics.webgl\_version\_hint (by britzl)
- **NEW** : ([#12765,#12764,#12763,#12762,#12761,#12760](https://github.com/defold/defold/pull/12957)) Added support for Rich Text (by JCash, defold-services)
- **NEW** : ([#12663,#8854,#8718](https://github.com/defold/defold/pull/12958)) Fix GUI flipbook cursor behavior (by AGulev)
- **NEW** : ([#12054,#12004](https://github.com/defold/defold/pull/12978)) Update to Protobuf 35.1 (by JCash, defold-services)
- **NEW** : ([#12979](https://github.com/defold/defold/pull/12980)) Optimized physics messages sent to Lua (by JCash)
- **NEW** : ([#12525,#9656,#8686](https://github.com/defold/defold/pull/12923)) Add Bullet3D Lua API (by AGulev)
- **NEW** : ([#11654](https://github.com/defold/defold/pull/12996)) Fix Protobuf warning on Java 25 (by AGulev)
- **NEW** : ([#11036](https://github.com/defold/defold/pull/12613)) Add sample count setting for multisampled render target attachments (by Jhonnyg)
- **NEW** : ([#12816](https://github.com/defold/defold/pull/13010)) Create a constant buffer snapshot when issuing render.draw (by Jhonnyg)
- **NEW** : ([#7186](https://github.com/defold/defold/pull/12620)) Show release notes during update process and bundle with the editor (by JosephFerano)
- **NEW** : ([#12708](https://github.com/defold/defold/pull/12741)) Add `/command/compile` and `/command/run` endpoints to editor server (by vlaaad)
- **NEW** : ([#8297](https://github.com/defold/defold/pull/12759)) Improve property view and form tooltips (by vlaaad)
- **NEW** : ([#12707](https://github.com/defold/defold/pull/12770)) Allow running games without taking focus (by AGulev)
- **NEW** : ([#12727](https://github.com/defold/defold/pull/12804)) Show multiple notifications at once (by vlaaad)
- **NEW** : ([#10913](https://github.com/defold/defold/pull/12805)) Quit Defold if the project folder was removed or moved (by vlaaad)
- **NEW** : ([#12472](https://github.com/defold/defold/pull/12782)) Remember scene settings and camera state, better camera and grid defaults (by JosephFerano)
- **NEW** : ([#12671,#8919](https://github.com/defold/defold/pull/12858)) Support text shaping preview in Editor (by JCash)
- **NEW** : ([#12841](https://github.com/defold/defold/pull/12909)) Format document LSP call with command shortcuts (by JosephFerano)
- **NEW** : ([#12918](https://github.com/defold/defold/pull/12942)) Add editor script API to open code resources at a particular line (by vlaaad)
- **NEW** : ([#12611](https://github.com/defold/defold/pull/12971)) Editor uses the latest Basic 3D template (by Jhonnyg)
- **NEW** : ([#8420](https://github.com/defold/defold/pull/12991)) Add new text property type (by Jhonnyg)
- **NEW** : ([#6895](https://github.com/defold/defold/pull/12851)) Add validated Lua API type annotations to the editor (by AGulev, vlaaad)
- **NEW** : ([#12867](https://github.com/defold/defold/pull/12999)) Added support for 3D collision meshes (by JCash)
- **NEW** : ([#12916,#12829](https://github.com/defold/defold/pull/13006)) Make editor endpoints await command completion (by vlaaad, matgis)
- **NEW** : ([#13024](https://github.com/defold/defold/pull/13025)) Return target URL when launching a game using editor HTTP API (by vlaaad)
- **NEW** : ([#11527,#12993](https://github.com/defold/defold/pull/13035)) Format on save with option (by JosephFerano)
- **FIX** : ([#12743](https://github.com/defold/defold/pull/12743)) Fix how data size calculated for block compressed textures (by ekharkunov)
- **FIX** : ([#12780](https://github.com/defold/defold/pull/12783)) Do not reverse hash generated gui node ids (by AGulev, britzl)
- **FIX** : ([#12614](https://github.com/defold/defold/pull/12812)) Accept uppercase file extensions for referenced resources (by britzl)
- **FIX** : ([#12036](https://github.com/defold/defold/pull/12036)) Updated to Clang 20 for Linux builds (by JCash, ekharkunov)
- **FIX** : ([#12844](https://github.com/defold/defold/pull/12844)) Fix issue with compressed ETC1 texture in mobile Safari (by ekharkunov)
- **FIX** : ([#12846](https://github.com/defold/defold/pull/12846)) Fix collapsed canvas on reboot (by ekharkunov)
- **FIX** : ([#12850](https://github.com/defold/defold/pull/12874)) Fix issue with fullscreen window size and display scale other than 100% (by britzl)
- **FIX** : ([#12877](https://github.com/defold/defold/pull/12877)) Fix crash when add font glyph to cache (by ekharkunov)
- **FIX** : ([#12868](https://github.com/defold/defold/pull/12881)) Fix transcoding of non-RGBA uncompressed texture arrays (by ekharkunov)
- **FIX** : ([#12896](https://github.com/defold/defold/pull/12896)) Fix sound exhaustion when Web Audio is unavailable (by AGulev)
- **FIX** : ([#12758](https://github.com/defold/defold/pull/12929)) Normalize the gamepad name in dmHID::GetGamepadDeviceName() (by JCash)
- **FIX** : ([#12264](https://github.com/defold/defold/pull/12924)) Add OpenType CFF font support (by JCash, defold-services)
- **FIX** : ([#12901](https://github.com/defold/defold/pull/13101)) Fix for font glyph ascent being a negative value (by JCash)
- **FIX** : ([#12680](https://github.com/defold/defold/pull/12959)) Fix Linux territory detection for encoded locales (by AGulev)
- **FIX** : ([#3247](https://github.com/defold/defold/pull/12961)) Report locale data consistently across platforms (by AGulev)
- **FIX** : ([#12602](https://github.com/defold/defold/pull/12955)) Changed Host header of the http request to use URI’s authority component (by CodeForBeauty)
- **FIX** : ([#12773](https://github.com/defold/defold/pull/12818)) Improve OpenGL shader compilation error reporting (by AGulev)
- **FIX** : ([#12977](https://github.com/defold/defold/pull/12977)) Improved DDF encode/decode performance (by JCash)
- **FIX** : ([#12973](https://github.com/defold/defold/pull/12973)) Added support for cross repo source builds (by JCash)
- **FIX** : ([#12976,#9941](https://github.com/defold/defold/pull/12981)) Replace Android ProGuard configuration with R8 (by AGulev)
- **FIX** : ([#9102](https://github.com/defold/defold/pull/12982)) Fix slice 9 vertical and horizontally flipping sprites and GUI nodes (by Jhonnyg)
- **FIX** : ([#12988](https://github.com/defold/defold/pull/12988)) Merge custom resources from extensions (by Jhonnyg)
- **FIX** : ([#12677](https://github.com/defold/defold/pull/12994)) Use active override material to calculate correct vertex buffer capacity (by Jhonnyg)
- **FIX** : ([#12997](https://github.com/defold/defold/pull/12997)) Update to Bullet 3D v3.25 (by JCash, defold-services)
- **FIX** : ([#13027](https://github.com/defold/defold/pull/13027)) Added dmArray::EnsureSize() to dmSDK (by JCash)
- **FIX** : ([#13016](https://github.com/defold/defold/pull/13028)) Refactor VkQuality integration to skip the java glue code (by Jhonnyg)
- **FIX** : ([#9043](https://github.com/defold/defold/pull/13034)) Fix HTML5 size verification (by ekharkunov)
- **FIX** : ([#13038](https://github.com/defold/defold/pull/13045)) Fix Android bundling for the x86\_64 architecture when stripping executables (by ekharkunov)
- **FIX** : ([#12552](https://github.com/defold/defold/pull/12740)) Fix exception that sometimes pops up when using the editor (by vlaaad)
- **FIX** : ([#12698](https://github.com/defold/defold/pull/12733)) Fix exception when zooming in on an animation preview too much (by vlaaad)
- **FIX** : ([#11299](https://github.com/defold/defold/pull/12750)) Notification when editor behavior is disabled after error (by JosephFerano)
- **FIX** : ([#5875](https://github.com/defold/defold/pull/12788)) Fix infrequent exception when dragging items into editor on macOS (by vlaaad)
- **FIX** : ([#12726](https://github.com/defold/defold/pull/12803)) Reject invalid characters in resource inputs (by vlaaad)
- **FIX** : ([#11509](https://github.com/defold/defold/pull/12802)) Validate that welcome project files are actually game.project files (by vlaaad)
- **FIX** : ([#11794](https://github.com/defold/defold/pull/12823)) Filtered “Search in Files” search speed improvement (by JosephFerano)
- **FIX** : ([#12887](https://github.com/defold/defold/pull/12891)) Add “skip this release” button (by JosephFerano)
- **FIX** : ([#12889](https://github.com/defold/defold/pull/12890)) Per-channel update bundle directories (by JosephFerano)
- **FIX** : ([#12670](https://github.com/defold/defold/pull/12925)) Fix right click context menu not showing selected object in scene (by JosephFerano)
- **FIX** : ([#11928,#11492,#7618](https://github.com/defold/defold/pull/12936)) Improve material resource view UX (by JosephFerano)
- **FIX** : ([#12927](https://github.com/defold/defold/pull/12964)) Fix markdown performance degradation with very large images (by JosephFerano)
- **FIX** : ([#12951](https://github.com/defold/defold/pull/12985)) Fix LSP document symbols race condition when starting editor (by JosephFerano)

## Engine

**BREAKING CHANGE** : ([#8716](https://github.com/defold/defold/pull/12799)) **‘Improve HTML loading time’** by ekharkunov  
⚠ ⚠ ⚠ `engine_template.html` was changed. If you have custom template file - please update it. ⚠ ⚠ ⚠

Added browser resource hints for json/js/wasm files.

**BREAKING CHANGE** : ([#12910](https://github.com/defold/defold/pull/12932)) **‘Deprecated misspelled event constant `window.WINDOW_EVENT_ICONFIED`’** by britzl  
The event constant `window.WINDOW_EVENT_ICONFIED` was misspelled. The correctly spelled event constant `window.WINDOW_EVENT_ICONIFIED` has been added. The old constant still works but will be removed in a future version. Please migrate any code using the old constant.

**NEW** : ([#12806](https://github.com/defold/defold/pull/12808)) **‘Speed up LiveUpdate archive creation’** by britzl  
This change significantly speeds up live update archive creation by changing the underlying data structure holding the excluded files.

**NEW** : ([#12870,#12869,#10721](https://github.com/defold/defold/pull/12872)) **‘Add App Manifest options to exclude GUI, Particle FX, and Tilemaps’** by AGulev  
Projects can now exclude the built-in GUI, Particle FX, and Tilemap subsystems from custom engines using new App Manifest settings. Each option removes the associated resources, components, and Lua module while preserving existing behavior for projects that do not enable the exclusions. Default engine configurations remain unchanged.

Release engine sizes with each option enabled independently:

| Platform | Configuration | Size (bytes) | Saved (bytes) | Reduction |
| --- | --- | --- | --- | --- |
| arm64-macos | Regular | 6,673,480 | — | — |
| arm64-macos | Without GUI | 6,523,528 | 149,952 | 2.247% |
| arm64-macos | Without Particle FX | 6,623,544 | 49,936 | 0.748% |
| arm64-macos | Without Tilemaps | 6,656,856 | 16,624 | 0.249% |
| wasm-web | Regular | 2,397,812 | — | — |
| wasm-web | Without GUI | 2,223,893 | 173,919 | 7.253% |
| wasm-web | Without Particle FX | 2,325,652 | 72,160 | 3.009% |
| wasm-web | Without Tilemaps | 2,380,879 | 16,933 | 0.706% |

The macOS measurements use an arm64 release engine stripped with `strip -x`. The web measurements use the optimized, uncompressed release `.wasm` output before gzip or Brotli compression.

**NEW** : ([#12842](https://github.com/defold/defold/pull/12845)) **‘Bob performance improvements’** by britzl  
Performance improvements when building large projects using Bob.

**NEW** : ([#12397](https://github.com/defold/defold/pull/12450)) **‘Added graphics.webgl\_version\_hint’** by britzl  
Added `graphics.webgl_version_hint` to be able to select a WebGL 1 context even when the device supports WebGL 2. This may be useful in scenarios when the WebGL 2 implementation or reported extensions contain bugs or inconsistencies.

**NEW** : ([#12765,#12764,#12763,#12762,#12761,#12760](https://github.com/defold/defold/pull/12957)) **'Added support for Rich Text ’** by JCash, defold-services  
This feature allows you to modify the displayed text with colors, styles, images and animations.  
We support a first set of tags:

- color
- size
- gradient
- underline / strike
- outline / shadow
- shake / wave
- sprite
- link
- style

![pr](https://github.com/user-attachments/assets/2aceeda5-6f87-4747-90b6-6560f35b3cc3)

## Notes

- Rich Text is supported by default. If you do not need it, you can remove it via an App Manifest.
- Soon, we’ll also support font modifiers like font family, italic, bold
- The `sprite` and `link` tags aren’t handled by the label/gui, but can be retrieved via Lua

**NEW** : ([#12663,#8854,#8718](https://github.com/defold/defold/pull/12958)) **‘Fix GUI flipbook cursor behavior’** by AGulev  
GUI flipbook animations now respect the requested offset when playback is set to None, allowing static animations to display the selected frame consistently with sprites. Backward animations also start on the correct frame immediately, including when chained from a completion callback, and cloned GUI nodes preserve the current backward-animation position.

**NEW** : ([#12054,#12004](https://github.com/defold/defold/pull/12978)) **‘Update to Protobuf 35.1’** by JCash, defold-services  
Updated the Protobuf library to 35.1. It is used in our content pipeline for loading/saving content.

**NEW** : ([#12979](https://github.com/defold/defold/pull/12980)) **‘Optimized physics messages sent to Lua’** by JCash  
We improved the physics message dispatch performance from the engine to Lua.  
It improves regular per-message callbacks as well as batches sent to the physics listener.

Fixes: [Improve physics message dispatch performance · Issue #12979 · defold/defold · GitHub](https://github.com/defold/defold/issues/12979)

**NEW** : ([#12525,#9656,#8686](https://github.com/defold/defold/pull/12923)) **‘Add Bullet3D Lua API’** by AGulev  
Adds a `bullet3d` Lua API for accessing and controlling Defold’s 3D physics worlds, collision objects, rigid bodies, shapes, and constraints. Scripts can now create hinge and other 3D joints, modify body and shape properties, inspect contacts and overlaps, and perform immediate or deferred ray and convex-shape casts, including closest-hit queries.

- `bullet3d` — retrieve the current world, collision objects, rigid bodies, and bundled Bullet version.
- `bullet3d.world` — configure gravity, enumerate objects, perform overlap and contact queries, and run immediate or deferred ray and convex-shape casts.
- `bullet3d.collision_object` — control transforms, activation, friction, restitution, CCD, flags, and collision filters.
- `bullet3d.rigid_body` — control mass, inertia, velocity, damping, gravity, factors, sleeping, forces, impulses, and AABBs.
- `bullet3d.shape` — inspect and modify sphere, box, capsule, and convex-hull geometry and local transforms.
- `bullet3d.constraint` — create, configure, query, and destroy 3D constraints, including limits, motors, and springs.

**NEW** : ([#11654](https://github.com/defold/defold/pull/12996)) **’ Fix Protobuf warning on Java 25’** by AGulev  
Bob no longer reports terminally deprecated `sun.misc.Unsafe` usage when building projects with Java 25.

**NEW** : ([#11036](https://github.com/defold/defold/pull/12613)) **‘Add sample count setting for multisampled render target attachments’** by Jhonnyg  
Added configurable FSAA sample counts to render targets and implemented multisampled render targets with automatic color resolving. The sample count applies to all color, depth, and stencil attachments in the render target.

Example

```lua
local target = render.render_target({
    sample_count = 4,

    [graphics.BUFFER_TYPE_COLOR0_BIT] = {
        format = graphics.TEXTURE_FORMAT_RGBA,
        width = 1280,
        height = 720
    },

    [graphics.BUFFER_TYPE_DEPTH_BIT] = {
        format = graphics.TEXTURE_FORMAT_DEPTH,
        width = 1280,
        height = 720
    }
})

```

The same render-target-level sample\_count setting is available for .render\_target resources in the editor.  
Requested sample counts are normalized to a value supported by the active graphics adapter. The effective value is available through `resource.get_render_target_info()`.

**NEW** : ([#12816](https://github.com/defold/defold/pull/13010)) **‘Create a constant buffer snapshot when issuing render.draw’** by Jhonnyg  
Fixed an issue where render.draw() and render.dispatch\_compute() is reusing and modifying the same buffer between submissions. This caused earlier commands to observe its final values instead of the values present when submitted.

We now generate a snapshot of the constant-buffer data when each command is queued. Every draw or compute dispatch now uses the constants supplied at submission time and not the “last seen” constant values.

**FIX** : ([#12743](https://github.com/defold/defold/pull/12743)) **‘Fix how data size calculated for block compressed textures’** by ekharkunov  
This fixes an issue with how the bits per pixels are calculated for compressed textures to avoid runtime errors when transcoding textures.

**FIX** : ([#12780](https://github.com/defold/defold/pull/12783)) **‘Do not reverse hash generated gui node ids’** by AGulev, britzl  
It is possible to run out of memory during long debug sessions if the game is cloning and deleting large amounts of gui nodes. The reverse hash table will in this case constantly grow and run out of memory when SetCapacity() is called. To avoid this situation generated node ids are no longer stored in the reverse hash lookup table.

**FIX** : ([#12614](https://github.com/defold/defold/pull/12812)) **‘Accept uppercase file extensions for referenced resources’** by britzl  
This change makes sure that the build process can successfully build referenced resources with uppercase file extensions such as `image.PNG`.

**FIX** : ([#12036](https://github.com/defold/defold/pull/12036)) **‘Updated to Clang 20 for Linux builds’** by JCash, ekharkunov  
This change updates to Clang 20 for Linux builds. The version matches the version we use on our cloud build server (note that the supported Linux version is still Ubuntu 22.04).

**FIX** : ([#12844](https://github.com/defold/defold/pull/12844)) **‘Fix issue with compressed ETC1 texture in mobile Safari’** by ekharkunov  
This fix checks if device supports ETC2 and upload texture as ETC2 instead of ETC1.

**FIX** : ([#12846](https://github.com/defold/defold/pull/12846)) **‘Fix collapsed canvas on reboot’** by ekharkunov  
This fixes an issue when a call to `sys.reboot()` in a web build caused the screen to become empty until first window resize event.

**FIX** : ([#12850](https://github.com/defold/defold/pull/12874)) **‘Fix issue with fullscreen window size and display scale other than 100%’** by britzl  
This fixes an issue on Windows and Linux with the recently introduced new windowed fullscreen mode. The engine would size the window to the physical monitor and then on top of that apply display scale causing the fullscreen window to become larger (or smaller) than the monitor size depending on the OS display scale setting.

**FIX** : ([#12877](https://github.com/defold/defold/pull/12877)) **‘Fix crash when add font glyph to cache’** by ekharkunov  
This fixes a crash when the font glyph cache is updated.

**FIX** : ([#12868](https://github.com/defold/defold/pull/12881)) **‘Fix transcoding of non-RGBA uncompressed texture arrays’** by ekharkunov  
Fix how graphical transcoder pass non-RGBA data to the consumers

**FIX** : ([#12896](https://github.com/defold/defold/pull/12896)) **‘Fix sound exhaustion when Web Audio is unavailable’** by AGulev  
HTML5 games now continue advancing sounds silently when the browser cannot create or run a Web Audio context. This prevents completed sounds from occupying all configured sound instances. When audio becomes available, output recovers automatically and active sounds continue from their current logical position.

**FIX** : ([#12758](https://github.com/defold/defold/pull/12929)) **‘Normalize the gamepad name in dmHID::GetGamepadDeviceName()’** by JCash  
The user facing gamepad name now is trimmed of whitespace:  
E.g. `'USB Joystick '` will now show as `'USB Joystick'`.

**FIX** : ([#12264](https://github.com/defold/defold/pull/12924)) **‘Add OpenType CFF font support’** by JCash, defold-services  
This change adds `.otf` font support as well as TrueType `glyf` and OpenType CFF1/CFF2 outlines in both legacy and full-shaping engines. The TrueType SDF generation has been optimized by 3.6x-5.9x. Full text shaping speed has improved by 17-18%

Fixes: [Weird font displaying while using font generation · Issue #12264 · defold/defold · GitHub](https://github.com/defold/defold/issues/12264)  
Fixes: [Runtime-generated 96 px distance-field IBM Plex Mono font crashes the OpenGL renderer · Issue #12901 · defold/defold · GitHub](https://github.com/defold/defold/issues/12901)

**FIX** : ([#12901](https://github.com/defold/defold/pull/13101)) **‘Fix for font glyph ascent being a negative value’** by JCash  
This fixes a crash when the font glyph ascent is a negative value.

**FIX** : ([#12680](https://github.com/defold/defold/pull/12959)) **‘Fix Linux territory detection for encoded locales’** by AGulev  
Linux builds now report the correct territory when the system locale includes a character encoding or modifier. For example, `LANG=en_GB.UTF-8` now produces `sys.get_sys_info().territory == "GB"` instead of `"8"`.

**FIX** : ([#3247](https://github.com/defold/defold/pull/12961)) **‘Report locale data consistently across platforms’** by AGulev  
`sys.get_sys_info()` now consistently separates locale identifiers into `language`, `device_language`, and `territory`. For example, `zh-Hans-AU` produces `zh`, `zh-Hans`, and `AU`, while platform-specific locale metadata no longer leaks into these fields.

**FIX** : ([#12602](https://github.com/defold/defold/pull/12955)) **‘Changed Host header of the http request to use URI’s authority component’** by CodeForBeauty  
The HTTP implementation had an issue with Host header. The header didn’t include the target port. Per [RFC 9110](https://datatracker.ietf.org/doc/html/rfc9110#name-host-and-authority) the header Host should include the target host and optionally target port. [RFC 9112 §3.2](https://datatracker.ietf.org/doc/html/rfc9112#section-3.2) further specifies that the header Host should include the authority component of the uri excluding the userinfo.

**FIX** : ([#12773](https://github.com/defold/defold/pull/12818)) **‘Improve OpenGL shader compilation error reporting’** by AGulev  
Shader compilation and linking failures on OpenGL and WebGL now produce actionable resource errors containing the shader stage, source path, and graphics-driver diagnostics. Invalid shader handles are no longer passed to WebGL, preventing misleading `attachShader` JavaScript exceptions.

**FIX** : ([#12977](https://github.com/defold/defold/pull/12977)) **‘Improved DDF encode/decode performance’** by JCash  
Improved DDF (our internal message format) encoding and decoding performance, including up to 4.7× faster small-message decoding and 17% faster repeated-field decoding. Recursive message encoding is significantly faster: up to 95× in deep-message benchmarks.

**FIX** : ([#12973](https://github.com/defold/defold/pull/12973)) **‘Added support for cross repo source builds’** by JCash  
Added support for cross repo builds for Switch and Playstation as well.

How to add a private repo side-by-side:

```bash
$ cd ./path/to/defold
defold$ ./scripts/build.py shell

defold$ ./scripts/build.py add_private_repo \
    --platform=<platform> \
    --private-repo=/absolute/path/to/private-repo

defold$ ./scripts/build.py install_ext --platform=<platform>
defold$ ./scripts/build.py build_engine --platform=<platform>

```

The config file for the mappings is `.defold-platforms`.

**FIX** : ([#12976,#9941](https://github.com/defold/defold/pull/12981)) **‘Replace Android ProGuard configuration with R8’** by AGulev  
Android projects can now enable Java shrinking, optimization, and obfuscation with R8 by selecting a `.keep` rules file. Projects without one continue using D8, while the new built-in `dmengine.keep` provides safe defaults without the errors caused by the obsolete ProGuard configuration.

**FIX** : ([#9102](https://github.com/defold/defold/pull/12982)) **‘Fix slice 9 vertical and horizontally flipping sprites and GUI nodes’** by Jhonnyg  
Vertically and horizontally flipping sprites and GUI nodes has now been fixed when slice-9 is being used.

**FIX** : ([#12988](https://github.com/defold/defold/pull/12988)) **‘Merge custom resources from extensions’** by Jhonnyg  
Added support for allowing native extensions to contribute custom resources through their ext.properties files:

```ini
[project]
custom_resources.default = /extension_assets

```

These resources are automatically merged with custom resources declared by the project and by other extensions. They are then copied and included in Bob archives and Editor builds. This removes the need for users to manually duplicate an extension’s required custom-resource paths in game.project.

**FIX** : ([#12677](https://github.com/defold/defold/pull/12994)) **‘Use active override material to calculate correct vertex buffer capacity’** by Jhonnyg  
Fixed an issue where the vertex memory for sprites were allocated based on the sprite’s own material. When the render script overrides the material that has a different vertex layout, this could cause the vertex attribute write functions to write past the buffer limits, causing an engine crash. This has now been addressed by taking the layout of the override material into account.

**FIX** : ([#12997](https://github.com/defold/defold/pull/12997)) **‘Update to Bullet 3D v3.25’** by JCash, defold-services  
This is an internal update of Bullet 3D v3.25 The new version includes stability and performance fixes.

**FIX** : ([#13027](https://github.com/defold/defold/pull/13027)) **‘Added dmArray::EnsureSize() to dmSDK’** by JCash  
This function helps with the common pattern:

```c++
if (array.Capacity() < size)
{
    array.SetCapacity(size);
}
array.SetSize(size);

```

**FIX** : ([#13016](https://github.com/defold/defold/pull/13028)) **‘Refactor VkQuality integration to skip the java glue code’** by Jhonnyg  
Fixed a crash happening inside the VkQuality library (which automatically picks OpenGL or Vulkan) on some devices. This has been fixed by running the VkQuality assessment later during the initialisation phase of the application.

**FIX** : ([#9043](https://github.com/defold/defold/pull/13034)) **‘Fix HTML5 size verification’** by ekharkunov  
This fixes a long standing issue with size verification of downloaded files in an HTML5 build. The engine loader will now also retry downloaded if file verification failed. It is also possible to completely disable size verification by checking `html5.verify_downloaded_file_size` property in game.project.

**FIX** : ([#13038](https://github.com/defold/defold/pull/13045)) **‘Fix Android bundling for the x86\_64 architecture when stripping executables’** by ekharkunov  
Bundling an Android app for the `x86_64` architecture no longer fails when executables are stripped.

## Editor

**NEW** : ([#7186](https://github.com/defold/defold/pull/12620)) **‘Show release notes during update process and bundle with the editor’** by JosephFerano  
After pressing “Update Available”, you will have a list of changes available so you know what you are getting when updating. Release notes can also be viewed now from the editor from `Help > Release Notes`.

![Screenshot from 2026-07-10 19-07-49](https://github.com/user-attachments/assets/caf1d9fb-f9c3-4327-aa82-94c0e829c62d)

**NEW** : ([#12708](https://github.com/defold/defold/pull/12741)) **‘Add `/command/compile` and `/command/run` endpoints to editor server’** by vlaaad  
Now, third-party IDEs and coding agents can compile the project without running it.

**NEW** : ([#8297](https://github.com/defold/defold/pull/12759)) **‘Improve property view and form tooltips’** by vlaaad  
The editor now shows more useful information in its tooltips.

**NEW** : ([#12707](https://github.com/defold/defold/pull/12770)) **‘Allow running games without taking focus’** by AGulev  
The editor’s `run` HTTP command can now launch or reboot a game without taking focus by passing `focus=false`. Existing workflows remain unchanged because games continue to start focused by default.

**NEW** : ([#12727](https://github.com/defold/defold/pull/12804)) **‘Show multiple notifications at once’** by vlaaad  
The editor now has enough useful notifications that many may be emitted at the same time. Previously, we showed only 1 at a time; now we show up to 3, with an indicator if there are more.

![Screenshot 2026-07-22 at 13 08 36](https://github.com/user-attachments/assets/cb4110ce-14c9-413e-805b-1d42425b6a1a)

**NEW** : ([#10913](https://github.com/defold/defold/pull/12805)) **‘Quit Defold if the project folder was removed or moved’** by vlaaad  
If a project directory is removed or renamed, the Defold editor can no longer be used. Previously, the editor raised an exception in such cases. Now, we show a dialog informing the user that the editor will quit:

![Screenshot 2026-07-22 at 14 31 37](https://github.com/user-attachments/assets/bb211948-e8d9-4ea5-ad9f-3b7a4af0203c)

**NEW** : ([#12472](https://github.com/defold/defold/pull/12782)) **‘Remember scene settings and camera state, better camera and grid defaults’** by JosephFerano  
This change persists scene settings and camera state:

- Camera state (2D/3D, position, rotation, zoom, etc;) is now remembered for every resource. If a resource tab is closed (like collection, atlas, go, etc;) or the editor is restarted, the camera will restored to the state it was in.
- Scene visibility settings are also now per scene and remembered. The visibility for one collection can be different from another.
- 3D resources (such as model, gltf/glb,mesh, etc;) now start in perspective mode
- Grid settings now remember if working in a 2D or 3D scene. When the 2D button is toggled the grid settings will change to whatever was configured for that specific mode.

**NEW** : ([#12671,#8919](https://github.com/defold/defold/pull/12858)) **‘Support text shaping preview in Editor’** by JCash  
We now use engine runtime to render fonts in editor. This helps us keep the same visuals in both editor and at runtime, e.g. for RTL text (arabic) or similar.

**NEW** : ([#12841](https://github.com/defold/defold/pull/12909)) **‘Format document LSP call with command shortcuts’** by JosephFerano  
You can now format your whole Lua script with Alt+Shift+F

**NEW** : ([#12918](https://github.com/defold/defold/pull/12942)) **‘Add editor script API to open code resources at a particular line’** by vlaaad  
We added 2 optional arguments to the `editor.ui.open_resource` function: `view` and `args`.

For example, to open a script at line 10, you can use the following code:

```lua
-- 1-indexed line
editor.ui.open_resource("/my/script.lua", "code", { line = 10 })
-- same thing, but with explicit 1-indexed column
editor.ui.open_resource("/my/script.lua", "code", { line = 10, column = 1 })

```

You can also select a particular range of text by providing `from` and `to` cursor positions:

```lua
-- select line 10, columns 1 to 12
editor.ui.open_resource("/my/script.lua", "code", {
    from = { line = 10, column = 1 },
    to = { line = 10, column = 12 }
})

```

**NEW** : ([#12611](https://github.com/defold/defold/pull/12971)) **‘Editor uses the latest Basic 3D template’** by Jhonnyg  
The “Basic 3D” template has now been updated to use the new light components.

**NEW** : ([#8420](https://github.com/defold/defold/pull/12991)) **‘Add new text property type’** by Jhonnyg  
Scripts can now declare text properties with go.property(), edit and override them using a multi-line text field in the editor, and access them like other script properties at runtime.

Text properties support UTF-8 and newline characters:

```lua
go.property("greeting", "Hello!\nWelcome to the game.")

function init(self)
    print(self.greeting)

    -- Label text is now a regular component property.
    go.set("#label", "text", self.greeting)
    local label_text = go.get("#label", "text")
end

```

Text property defaults and overrides can be configured on script components in game objects and collections.

⚠ `label.set_text()` and `label.get_text()` are now deprecated in favor of `go.set()` and `go.get()` using the label’s “text” property. The deprecated functions have not been removed and remain available for backward compatibility.

- Adds a multi-line editor control for text script properties.
- Supports text property defaults and overrides in game objects, embedded instances, and collections.
- Preserves UTF-8 and multi-line values through saving and building.
- Rejects embedded NUL characters with a validation error.
- Adds parser and integration coverage for editing, overriding, resetting, saving, and building text properties.

**NEW** : ([#6895](https://github.com/defold/defold/pull/12851)) **‘Add validated Lua API type annotations to the editor’** by AGulev, vlaaad  
Defold now ships accurate Lua annotations for game and editor scripts and uses them with the upstream Lua Language Server. This enables Defold-aware completions and diagnostics, including `editor.*` functions and constants, recognizes built-in types such as `hash`, `url`, and vectors, and prevents invalid API documentation from being published.  
 ![CleanShot 2026-08-20 at 19 13 38@2x](https://github.com/user-attachments/assets/5a5ddc05-cc8f-42cf-a05e-a39a78413102)

![CleanShot 2026-08-20 at 19 16 20](https://github.com/user-attachments/assets/388e0940-8ff4-49a8-b718-3cfb77607d16)

**NEW** : ([#12867](https://github.com/defold/defold/pull/12999)) **‘Added support for 3D collision meshes’** by JCash  
With this change, the user can select a generic 3D mesh as a collision shape.  
It helps when you want detailed collision on buildings and level geometry.

- Added `mesh` property to the `Model` component
- Added `mesh` collision shape type

New Lua constants:

- physics.SHAPE\_TYPE\_MESH
- bullet3d.shape.SHAPE\_TYPE\_MESH

Fixes: [Static concave (triangle mesh) collision shape for 3D physics · Issue #12867 · defold/defold · GitHub](https://github.com/defold/defold/issues/12867)

**NEW** : ([#12916,#12829](https://github.com/defold/defold/pull/13006)) **‘Make editor endpoints await command completion’** by vlaaad, matgis  
Now, `/command/build-html5`, `/command/debugger-start` and `/command/hot-reload` endpoints return structured results upon completion.

**NEW** : ([#13024](https://github.com/defold/defold/pull/13025)) **‘Return target URL when launching a game using editor HTTP API’** by vlaaad  
Now, the editor HTTP API returns the engine URL when running a game, allowing agents and third-party tools to find it more easily. Previously, finding the URL required parsing the engine log.

Example:

```sh
curl -sS -X POST "http://127.0.0.1:$(cat .internal/editor.port)/command/run" | jq
{
  "success": true,
  "issues": [],
  "target": {
    "url": "http://127.0.0.1:58715"
  }
}

```

**NEW** : ([#11527,#12993](https://github.com/defold/defold/pull/13035)) **‘Format on save with option’** by JosephFerano  
Using the new LSP format document/format region feature `Alt + Shift + F`, there is now an option in `Preferences > Code` for running the formatter for all files on save. This option is disabled by default and must be enabled.

![image](https://github.com/user-attachments/assets/73416490-32ff-42f4-b857-3f9314a4493e)

**FIX** : ([#12552](https://github.com/defold/defold/pull/12740)) **‘Fix exception that sometimes pops up when using the editor’** by vlaaad  
Sometimes, using the editor can result in null pointer exceptions. Now we prevent this error from occurring.

**FIX** : ([#12698](https://github.com/defold/defold/pull/12733)) **‘Fix exception when zooming in on an animation preview too much’** by vlaaad  
Previously, excessive zooming could cause the animation preview in a scene view to become too large, causing GL errors. Now, we limit the size by the viewport.

**FIX** : ([#11299](https://github.com/defold/defold/pull/12750)) **‘Notification when editor behavior is disabled after error’** by JosephFerano  
On rare occasions whenever the editor encountered an error, the editor might lose functionality. There is now a notification in such a case that will let you attempt to re-enable the disabled parts and optionally restart the editor as well. There’s also a function available for coding agents to attempt the same recovery.

![image](https://github.com/user-attachments/assets/15b044dd-6ec1-4d46-a6b1-d4377a61d20a)

**FIX** : ([#5875](https://github.com/defold/defold/pull/12788)) **‘Fix infrequent exception when dragging items into editor on macOS’** by vlaaad  
Sometimes, dragging files from Finder into the editor could result in an exception. This should no longer happen.

**FIX** : ([#12726](https://github.com/defold/defold/pull/12803)) **‘Reject invalid characters in resource inputs’** by vlaaad  
It was never allowed to create resources with invalid characters like “:” in the name, but now it’s also explicitly disallowed by the editor to select such resources in properties views. Previously, using some invalid characters would result in exceptions thrown in the editor.

**FIX** : ([#11509](https://github.com/defold/defold/pull/12802)) **‘Validate that welcome project files are actually game.project files’** by vlaaad  
It’s possible to attempt to open a non-game.project file in the editor, which poisons the welcome screen and may make it very slow to open. Now the issue is fixed.

**FIX** : ([#11794](https://github.com/defold/defold/pull/12823)) **‘Filtered “Search in Files” search speed improvement’** by JosephFerano  
When preparing search results, the editor would grab all textual resources without considering excluded file types from the search. Now the search dialog will only prepare the included file types for scanning, improving the speed at which results can start.

**FIX** : ([#12887](https://github.com/defold/defold/pull/12891)) **‘Add “skip this release” button’** by JosephFerano  
Currently, there’s no way to skip a new release of Defold so the “Update Available” status goes away, instead it will sit there forever until the user decides to upgrade. This PR adds a “skip” button in the release notes dialog as well as a context menu entry in “Help \> Check for Updates” to allow the user to upgrade if they change their minds. For stable, this will effectively skip a Defold minor version (unless there’s a patch release), but for alpha/beta, new releases means you will still get prompted for new releases in the same version.

**FIX** : ([#12889](https://github.com/defold/defold/pull/12890)) **‘Per-channel update bundle directories’** by JosephFerano  
For users with multiple editor installations with different channels (alpha, beta, stable), downloading an update for one channel would clobber another. This PR now saves the bundle per channel so they can be downloaded and installed independently.

**FIX** : ([#12670](https://github.com/defold/defold/pull/12925)) **‘Fix right click context menu not showing selected object in scene’** by JosephFerano  
This fixes an issue when right clicking on an object in a scene view, the first click does not include the recently selected object it seems, so “Show/Hide Selected Objects” appears disabled.

**FIX** : ([#11928,#11492,#7618](https://github.com/defold/defold/pull/12936)) **‘Improve material resource view UX’** by JosephFerano  
We now use a different layout for the material vertex/fragment constants and samplers to make it easy to edit values.

![image](https://github.com/user-attachments/assets/1d8d82e3-e311-480c-a18b-9201ba6e87ce)

**FIX** : ([#12927](https://github.com/defold/defold/pull/12964)) **‘Fix markdown performance degradation with very large images’** by JosephFerano  
This change improves performance when viewing markdown files containing large images.

**FIX** : ([#12951](https://github.com/defold/defold/pull/12985)) **‘Fix LSP document symbols race condition when starting editor’** by JosephFerano  
Sometimes script files could load first before Lua LSP had a chance to finish loading so the structure pane and Jump to Symbol would not work until modifying the file.

---

<div class="post-metadata">

**Author:** ![Pawel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pawel/32/24623_2.png) [@Pawel](https://forum.defold.com/u/Pawel)\
**Post date:** [September 29, 2026, 6:34pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/2 "2026-09-29T18:34:47Z")

</div>

Announcement post:

> **[Defold release 1.13.2](https://defold.com/2026/09/29/Defold-1-13-2/)**
>
> Defold 1.13.2 has been released - rich text for labels and GUI nodes, a new Bullet3D API, 3D collision meshes, better fonts, editor automation, faster builds, and many...

---

<div class="post-metadata">

**Author:** ![Xev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/xev/32/41556_2.png) [@Xev](https://forum.defold.com/u/Xev)\
**Post date:** [September 29, 2026, 7:38pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/3 "2026-09-29T19:38:27Z")

</div>

Can’t wait to try these things out. Awesome release!

I have a question about the rich text size feature. It says that “em” is a multiple of the base size, not the parent size. Why not follow web standards and use rem? The base of em in css is the parent’s size, whereas rem is based on the root size.

---

<div class="post-metadata">

**Author:** ![totebo](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/totebo/32/36087_2.png) [@totebo](https://forum.defold.com/u/totebo)\
**Post date:** [September 29, 2026, 7:51pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/4 "2026-09-29T19:51:56Z")

</div>

Updated Bullet now with mesh collisions and joints, rich text, lots of editor improvements. This update is huge. Thanks!

---

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [September 30, 2026, 7:27am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/5 "2026-09-30T07:27:02Z")

</div>

> [@Xev](#):
>
> Why not follow web standards and use rem?

Well, I didn’t know about rem. And, I have personally not encountered the need for the “base em” before, so it didn’t occur to me.  
If you need it, add a feature request?

Also, it’s never going to be “css”, just a select few good tools to do what we need.

---

<div class="post-metadata">

**Author:** ![Xev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/xev/32/41556_2.png) [@Xev](https://forum.defold.com/u/Xev)\
**Post date:** [September 30, 2026, 12:27pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/6 "2026-09-30T12:27:01Z")

</div>

Maybe I misunderstood. So em in Defold inherit its size from its parent?

I only asked because it sounded like em in Defold corresponded with rem in css, and I figured that could be confusing for anyone doing web development.

---

<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [September 30, 2026, 12:44pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/7 "2026-09-30T12:44:41Z")

</div>

The sizes refer to the font size (e.g. like the “rem” you mentioned)

For a text like `A<size=2em>B<size=..25em>C</size>D</size>E` and a font size of x,  
the sizes of the letters will be: 1x, 2x, .25x, 2x, 1x

This is modeled after how Unity does it.

---

<div class="post-metadata">

**Author:** ![Xev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/xev/32/41556_2.png) [@Xev](https://forum.defold.com/u/Xev)\
**Post date:** [September 30, 2026, 7:54pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/8 "2026-09-30T19:54:29Z")

</div>

Okay, thanks for clarifying!  
I find it weird that Unity, who is trying to create a css-like system, decided to not follow css naming on this.

---

<div class="post-metadata">

**Author:** ![Qwarr](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/qwarr/32/18360_2.png) [@Qwarr](https://forum.defold.com/u/Qwarr)\
**Post date:** [September 30, 2026, 9:26pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/9 "2026-09-30T21:26:48Z")

</div>

Is there any examples on how to do richtext sprite correctly?

> **[sprite - Rich text markup in Defold](https://defold.com/manuals/font-richtext/#sprite)**
>
> Use markup in Label components and GUI text nodes to apply nested visual styles and effects, and inspect links and sprites from Lua. | This manual explains how to style Label components and GUI text nodes with rich text markup, and how to inspect...

I feel like I’m missing something but I don’t understand with the x/y values that `gui.get_layout_objects()` is returning.

`"An <sprite src=_assets/icons_atlas.atlas animation=currency width=32px/> Icon"`

Visually in the editor it looks like the x/y of the should be like `-15.0x -3y` but the values returned are `57.3x -38.9y`

---

<div class="post-metadata">

**Author:** ![Pawel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pawel/32/24623_2.png) [@Pawel](https://forum.defold.com/u/Pawel)\
**Post date:** [October 1, 2026, 9:33am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/10 "2026-10-01T09:33:12Z")

</div>

I’ll be working on Rich Text example for our examples page, but didn’t yet started - for now you can check example by @Mathias_Westerdahl attached in the PR:

> <https://github.com/defold/defold/pull/12957>
>
> This feature allows you to modify the displayed text with colors, styles, images… and animations.
> We support a first set of tags:
> 
> \* color
> \* size
> \* gradient
> \* underline / strike
> \* outline / shadow
> \* shake / wave
> \* sprite
> \* link
> \* style
> 
> \<img width="731" height="177" alt="pr" src="https://github.com/user-attachments/assets/2aceeda5-6f87-4747-90b6-6560f35b3cc3" /\>
> 
> \## Notes
> 
> \* Rich Text is supported by default. If you do not need it, you can remove it via an App Manifest.
> \* Soon, we'll also support font modifiers like font family, italic, bold
> \* The \`sprite\` and \`link\` tags aren't handled by the label/gui, but can be retrieved via Lua
> 
> Fixes https://github.com/defold/defold/issues/12760
> Fixes https://github.com/defold/defold/issues/12761
> Fixes https://github.com/defold/defold/issues/12762
> Fixes https://github.com/defold/defold/issues/12763
> Fixes https://github.com/defold/defold/issues/12764
> Fixes https://github.com/defold/defold/issues/12765
> Fixes https://github.com/defold/defold/issues/10278
> 
> \### Technical changes
> 
> Example: 
> \[example-richtext.zip\](https://github.com/user-attachments/files/31263504/example-richtext.zip)
> 
> 
> The text layout object still remains reactive.
> The caller has to update it with a new delta time, the animation effects are applied when generating the vertices for the glyphs.
> 
> \- Added a standalone rich-text parser that produces stripped UTF-32 text, compact style nodes, spans, attributes, and source mappings.
> \- Added recovering parsing for malformed or incomplete markup, allowing later valid markup to continue working while preserving useful error locations.
> \- Supported in both legacy and full Skribidi layouts
> \- Added coalesced decoration rendering, including single-quad dashed lines using repeating shader UVs.
> \- Added layout-object APIs for inline resources and metadata, including sizing/resource callbacks, ownership cleanup, resolved positions, attributes, and stable IDs.
> \- Added caller-driven layout-object interaction states and named state styles, allowing hover, active, and visited visuals without reshaping the text.
> \- Exposed layout objects to Lua through \`label.get\_layout\_objects()\` and \`gui.get\_layout\_objects()\`, and added label link hover/click input handling and messages.
> \- Added runtime named styles through \`font.set\_style()\`, including state-specific style variants.
> \- Extended the native font compiler and Java bindings so the editor can measure and render rich text using the same layout implementation as the runtime, with source-positioned markup errors.
> \- Added an application-manifest option and API-compatible \`font\_richtext\_null\` library so applications and extensions can opt out without changing call sites.
> \- Expanded the font viewer with rich-text previews, legacy-layout comparison, inline sprite/link interaction, animation playback, and documentation image export.
> \- Added parser, layout, renderer, legacy/full-layout, malformed-input, null-backend, editor, and gamesys tests.
> \- Added end-to-end benchmarks covering parsing, layout, glyph generation, and final vertex generation for large texts and varying markup densities.
> 
> \#### Performance
> 
> \* Versus 1.13.1 Full layout: Rich Text is 1.7% slower—approximately 1.02× the total time.
> 
> \<img width="1600" height="1559" alt="richtext\_benchmark" src="https://github.com/user-attachments/assets/b1f2d9b9-b0c4-439d-8e9d-cdf4984c8ec0" /\>
> 
> Tag | µs / 1,000 tagged words
> \-- | --
> Color | 80.2
> Size | 692.5
> Gradient horizontal | 150.3
> Gradient vertical | 152.1
> Gradient four-corner | 191.7
> Shake | 146.1
> Wave | 141.3
> Outline | 165.2
> Shadow | 245.5
> Underline solid | 722.2
> Underline dashed | 756.6
> Strike solid | 732.7
> Strike dashed | 759.7
> Link | 127.7
> Sprite | 451.3
> 
> Where the time is spent / tag
> 
> Tag | Markup creation | Layout creation | Vertex generation | Total
> \-- | -- | -- | -- | --
> No tags | 82.6 | 2,512.2 | 742.5 | 3,337.2
> Color | 234.2 | 2,657.4 | 765.4 | 3,657.1
> Size | 228.2 | 5,091.8 | 764.0 | 6,083.9
> Gradient horizontal | 405.6 | 2,728.5 | 799.7 | 3,933.8
> Gradient vertical | 407.2 | 2,711.5 | 804.3 | 3,923.0
> Gradient four-corner | 518.7 | 2,830.8 | 798.5 | 4,148.0
> Shake | 347.2 | 2,698.9 | 879.5 | 3,925.7
> Wave | 399.1 | 2,710.3 | 791.9 | 3,901.2
> Outline | 303.1 | 2,732.6 | 958.3 | 3,994.1
> Shadow | 394.2 | 2,852.1 | 1,065.9 | 4,312.2
> Underline solid | 204.4 | 5,137.8 | 949.3 | 6,291.5
> Underline dashed | 291.0 | 5,104.2 | 949.9 | 6,345.1
> Strike solid | 215.9 | 5,130.2 | 943.8 | 6,289.9
> Strike dashed | 279.8 | 5,104.8 | 943.5 | 6,328.1
> Link | 267.3 | 2,816.4 | 765.6 | 3,849.2
> Sprite | 207.4 | 4,282.1 | 649.2 | 5,138.8
> 
> \## PR checklist
> 
> \* \[\] Code
> \* \[\] Add engine and/or editor unit tests.
> \* \[\] New and changed code follows the overall code style of existing code
> \* \[\] Add comments where needed
> \* \[\] Documentation
> \* \[\] Make sure that API documentation is updated in code comments
> \* \[\] Make sure that manuals are updated (in github.com/defold/doc)
> \* \[\] Prepare pull request and affected issue for automatic release notes generator
> \* \[\] Pull request - Write a message that explains what this pull request does. What was the problem? How was it solved? What are the changes to APIs or the new APIs introduced? This message will be used in the generated release notes. Make sure it is well written and understandable for a user of Defold.
> \* \[\] Pull request - Write a pull request title that in a sentence summarises what the pull request does. Do not include "Issue-1234 ..." in the title. This text will be used in the generated release notes.
> \* \[\] Pull request - Link the pull request to the issue(s) it is closing. Use on of the \[approved closing keywords\](https://docs.github.com/en/issues/tracking-your-work-with-issues/linking-a-pull-request-to-an-issue).
> \* \[\] Affected issue - Assign the issue to a project. Do not assign the pull request to a project if there is an issue which the pull request closes.
> \* \[\] Affected issue - Assign the "breaking change" label to the issue if introducing a breaking change.
> \* \[\] Affected issue - Assign the "skip release notes" is the issue should not be included in the generated release notes.
> 
> \----------
> 
> Example of a well written PR description:
> 
> 1. Start with the user facing changes. This will end up in the release notes.
> 1. Add one of the GitHub approved closing keywords
> 1. Optionally also add the technical changes made. This is information that might help the reviewer. It will not show up in the release notes. Technical changes are identified by a line starting with one of these:
> 1. \`### Technical changes\` 
> 1. \`Technical changes:\`
> 2. \`Technical notes:\`
> 
> \`\`\`
> There was a anomaly in the carbon chroniton propeller, introduced in version 8.10.2. This fix will make sure to reset the phaser collector on application startup.
> 
> Fixes #1234
> 
> \### Technical changes
> \* Pay special attention to line 23 of phaser\_collector.clj as it contains some interesting optimizations
> \* The propeller code was not taking into account a negative phase.
> \`\`\`

It shows the sprite usage. Important thing is that you have to have somwhere the image referenced as texture defined somewhere (sprite for label and Texture in GUI component for text nodes), so it can be loaded in the game, but if you see it, it’s ok.

We’ll check if the offsets are correct, maybe there is an issue - if you could describe it on GH, we’d be thankful!

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<div class="post-metadata">

**Author:** ![Qwarr](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/qwarr/32/18360_2.png) [@Qwarr](https://forum.defold.com/u/Qwarr)\
**Post date:** [October 1, 2026, 6:33pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/11 "2026-10-01T18:33:16Z")

</div>

Thanks for the reply! I checked out the example from the PR and I have a few notes that should be taken into consideration for the official examples page:

1. Need to take into account of the text scale, I just wrapped the x/y and multiplied it by the text scale values.

2. Pivot of the text node seems to only work correctly for placement if the text node pivot is set to NW. Which would explain why the offsets looked weird to me originally as the pivot I was using was Center. Not sure if this is intended but changing the pivot to anything other than North West will not adjust the position of where the offsets should be.

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<div class="post-metadata">

**Author:** ![Vallo](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/vallo/32/39171_2.png) [@Vallo](https://forum.defold.com/u/Vallo)\
**Post date:** [October 1, 2026, 7:14pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/12 "2026-10-01T19:14:13Z")

</div>

Fantastic update! Thank you for all the great work you’re doing!

This is probably already a known bug, but I’ve been experiencing an annoying issue since updating to 1.13.2:  
Any type of label containing text is displayed correctly in the editor, but when the application is run, all text is shifted a few pixels to the left. Unfortunately, this creates a noticeable misalignment in all objects containing centered labels.

 ![Font test](https://forum-defold-uploads.b-cdn.net/original/3X/f/9/f923eacb3d9e41e63549ae4a7db93ba40e50ac34.png)

I hope you’ll be able to find and fix this issue as soon as possible. 🙂

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [October 2, 2026, 4:57am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/13 "2026-10-02T04:57:00Z")

</div>

I’ve run into the same issue. There’s already a GitHub issue for it here: [Issue · GitHub](https://github.com/defold/defold/issues/13339)

Please give it a 👍 to help bring more attention to it.

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<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [October 3, 2026, 9:35am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/14 "2026-10-03T09:35:30Z")

</div>

@Vallo @BunBunBun and @Insality

I’ve pushed a fix to the 1.14.0 beta (available within the hour)  
So if any of you could verify the fix there, I can then cherry-pick it into a hotfix for 1.13.2.  
Thx!

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<div class="post-metadata">

**Author:** ![Vallo](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/vallo/32/39171_2.png) [@Vallo](https://forum.defold.com/u/Vallo)\
**Post date:** [October 3, 2026, 6:53pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/15 "2026-10-03T18:53:01Z")

</div>

> [@Mathias\_Westerdahl](#):
>
> I’ve pushed a fix to the 1.14.0 beta (available within the hour)  
> So if any of you could verify the fix there, I can then cherry-pick it into a hotfix for 1.13.2.  
> Thx!

I just tested my project with 1.14.0-beta (6823d77), and the issue has been fixed! 🎉

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [October 4, 2026, 7:15am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/16 "2026-10-04T07:15:03Z")

</div>

@Mathias_Westerdahl I can also confirm that the fix works in 1.14.0 beta, the text is displayed as expected. Thanks a lot!

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<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [October 4, 2026, 9:47am UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/17 "2026-10-04T09:47:07Z")

</div>

The fix has been pushed to 1.13.2 release. Thanks for confirming!

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<div class="post-metadata">

**Author:** ![Andrew\_Fowler](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/andrew_fowler/32/43431_2.png) [@Andrew\_Fowler](https://forum.defold.com/u/Andrew_Fowler)\
**Post date:** [October 5, 2026, 12:23pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/18 "2026-10-05T12:23:18Z")

</div>

![image](https://forum-defold-uploads.b-cdn.net/original/3X/f/3/f361c1268a0fd0b65027c0e89129d18a5b21b7f3.png)

If you put an ampersand “&” into the text it invalidates any rich text formatting on a gui text object.

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<div class="post-metadata">

**Author:** ![Mathias\_Westerdahl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mathias_westerdahl/32/228_2.png) [@Mathias\_Westerdahl](https://forum.defold.com/u/Mathias_Westerdahl)\
**Post date:** [October 5, 2026, 12:25pm UTC](https://forum.defold.com/t/defold-1-13-2-has-been-released/83276/19 "2026-10-05T12:25:18Z")

</div>

Since it’s not a regression between 1.13.1 to 1.13.2, I recommend reporting it as a bug on GitHub, with the correct version, e.g. 1.14.0
