Defold 1.2.102
Bundle Issue
This sprint we addressed a serious issue in Editor 1 where the bundle directory was always overwritten.
We have now added a confirmation dialog to protect the folder. This dialog can be disabled in the preferences.
Note that the bundle will be output in a new platform subfolder: "<bundle dir>/<platform>/<bundle>"
Also note that bob.jar
doesn’t have this functionality and works as before.
Crash fixes
We have also fixed a few crashes, most notably an elusive issue on Windows, which only occurred in the debug builds (network related).
go.get_scale()
We’ve added an important fix with regard to the animation of object scaling using a vector3.
Important Note In order to fix animation of the “scale” property, the go.get_scale() now returns a vector3(). If you need the old behavior, you can use the new function go.get_scale_uniform()
Native Extensions
For native extensions, it should now be possible to bundle Android apps from Windows (C++ extensions only)
Engine
- DEF-2026 Added: Make number of raycasts per frame requests configurable (physics.ray_cast_limit_2d and physics.ray_cast_limit_3d)
- DEF-2628 Added: Added editor check if bundle output directory exist and should be overwritten.
- DEF-2636 Fixed: Win32 crash on unsupported network interfaces (dmengine.exe)
- DEF-2621 Fixed: Autorelease crash that occurred on some iOS versions.
- DEF-2557 Fixed: Keyable draworder offset bug in Spine animations
- DEF-1696 Fixed: go.animate() supports animation of scale using vector3
- DEF-2484 Fixed: Async store resources (LiveUpdate)
- DEF-2626 Fixed: Debug versions of dmengine will show console on Win32
Native Extensions
- DEF-2594 Fixed: Remove usage of std::map, string and vector in engine
- DEF-2634 Fixed: Android build support from Windows
Sticky Iron
- DEF-2493 Added: Add game URL and social media URLs.
- DEF-2551 Fixed: Fixed screenshot ordering