Defold 1.2.122 has been released


#1

Defold 1.2.122

In this release we have added a new vector math function vmath.mul_per_elem() which allows you to multiply two vectors elementwise.
We’ve also fixed an issue on Android when a silent (but playing) audio would steal back audio focus from other apps playing music.

Engine

  • DEF-3135 - Added: Added vmath.mul_per_elem() for element wise multiplication between vectors.
  • DEF-3130 - Fixed: Fixed issue when silent sounds stole audio focus from other apps.
  • DEF-3136 - Fixed: Crash fix when using nil as target url for label.set_text().
  • DEF-3127 - Fixed: Added support for “-fpermissive” for our GCC based platforms (Android and Linux).

Work in progress

Apart from the current release, we also have some longer tasks. We are currently:

  • improving the Live Update feature set with the ability to upload a new manifest and data to a released game.
  • adding better profiling of the resource usage at runtime. A first MVP should land in the next release
  • adding a way to synchronously query the physics world for collision contact info. This can be used for spawning, or implementation a custom time-of-impact detection. It can be very beneficial for kinematic objects.

pinned globally #2

#3

This will be nice. Depending on how it’s done, it could make it much easier to deal with “clicks on game objects”.


#4

Yes, I’m struggling right now over a collision"bug" that I just cannot overcome without uglyhacking


#5

Does this mean that ray casts will return the result immediately?


#6

This is the most desired feature for me! It is very important for the online activities, hope it can be done soon. :star_struck:


#7

@dmitriy No. Not in this first update at least. But for consistency, we’ve discussed adding it though.


#8

Sync ray casts would help a lot with input picking, as you’re supposed to act synchroneously in on_input and return true if you consumed the event.


#9

is Defold 2 the de facto defold editor yet?

I am unable to delete the text in the Certificate and Private Key fields here. Therefore, I cannot sign APK with auto-generated debug certificate.

12


#10

Oh, hmm, I tried in Editor 1 now and noticed that I can’t do it either. I wonder if that has ever worked?

Yes, I’d say so. Unless you have a very good reason to stick with Editor 1 then I’d really like to encourage you to switch to the new one.


#11

Hi, Do you have any news about this feature?
Would be great to have a possibility to receive an immediate result of ray_cast() (for example I need to find a free place in dynamic physic world for instantiate new object there)


#12

Well, iirc, we stopped that feature due to it not really being possible to do properly in both 2D and 3D. This was for shapes though.
What we’re “planning” insstead is just that, a synchronous ray cast. As for an ETA, we don’t have one :confused: