Defold 1.2.117
This release adds support of the Linux native extensions, the last missing platform for native extensions. Together with miscellaneous bug fixes the release also includes better control of when and where to use pre-multiplied alpha.
Native Extensions updates
Linux support has been added to native extensions, meaning you can now build NE for all our supported platforms.
We have also improved the ability to customize the engine build via the app manifest (nativeextension.app_manifest
in game.project). This enables users to remove some unneeded parts (ex sound, physics and Facebook) from the engine making it possible to decrease the final binary size.
NOTE We consider this feature to still be in an alpha state. We wish to review our extension/app manifests design, to make sure they are robust so we can build upon them.
The same goes for our HBuffer
API, which we soon want to use a lot (e.g. for vertex buffers and other fun stuff). Unfortunately, this means we cannot guarantee that we will not introduce any breaking changes during this alpha phase.
Added texture profile option to premultiply alpha
The editor preference setting to toggle texture profiles on/off has been replaced with toggling texture compression on/off instead. This means that texture profile settings will now be applied at all times (format, mipmaps, max-size, premult alpha etc.) while compression is still possible to skip.
The flag --texture-profiles
to bob.jar
is now deprecated (but will still work) and is replaced by --texture-compression
to reflect these changes.
Pre-multiply alpha of vertex data has been moved to shader programs
Vertex colors for spine
, gui
, and particlefx
are not alpha premultiplied on the CPU any more. This allows you to for example store data in the alpha channel without it affecting values in the RGB channels. If you have copied and modified the builtin shaders for either spine
, gui
, or particlefx
they will need to be updated to account for this change. If you are unsure, have a look at the builtin vertex programs after you have updated the editor.
Engine
-
DEF-2861
- Added: Linux support for native extensions. -
DEF-2736
- Added: Pre-multiply alpha option in texture profiles. -
DEF-2849
- Fixed: Pre-multiply alpha of vertex data has been moved to shader programs. -
DEF-2944
- Fixed: Set initial transform on gui particle instance on creation. -
DEF-2935
- Fixed: Optimized loading of assets (i.e. textures), freeing up memory sooner. -
DEF-2954
- Fixed: Improved support for customizing the native extension build via the app manifest. -
DEF-1144
- Fixed: Add group fields for both objects intrigger_response
,collision_response
andcontact_point_response
. -
DEF-2976
- Fixed: Facebook Gameroom transaction error table fields was switched. -
DEF-2975
- Fixed: Build size optimizations for the release build. -
DEF-1732
- Fixed: Improve error message when callinggo
script functions fromgui_script
files. -
DEF-2965
- Fixed: CSS style to make the HTML5 game canvas fit within small windows. -
DEF-2966
- Fixed: “Show In Finder” option was missing in Editor1. -
DEF-2821
- Fixed: Fixed saving/loading of binary strings on HTML5. -
DEF-2961
- Fixed: Crash when calling some functions with callback parameters inside coroutines/pcalls. -
DEF-2958
- Fixed: Cubemap textures had inverted Y axis. -
DEF-2979
- Fixed: Game objects can now hold up to 65536 components.