Defold 1.2.128
This release adds two features for Spine models and GUI Spine nodes. You can now set specific Spine slots to use different skins at runtime, effectively combining parts from multiple skins. In GUIs you will now also receive Spine events in on_message
, the message
argument will include a node
field specifying which node the event originated from.
The web profiler now also includes a field indicating the total amount of size all the resources used.
In this release of Editor 2, we’ve worked on parallelizing some of the more time-consuming build tasks, which should result in significantly quicker builds for large projects.
Engine
-
DEF-3188
- Added: API to change Spine skin slots dynamically. -
DEF-3056
- Added: Spine events in GUI scripts. -
DEF-3279
- Added: Total resource sizes in the resource profiler. -
DEF-3286
- Fixed: Added fix for null access in rare cases after callingiap.restore()
on Android. -
DEF-3283
- Fixed: WebAudio on HTML5 start on first mouse/touch interaction. -
DEF-3198
- Fixed: HTML5 bug where clicks were not caught if canvas wasn’t selected. -
DEF-3281
- Fixed: Sprite can now use 32-bit index buffers (which means each collection can have more than 16k sprites). -
DEF-3277
- Fixed: Profile port 8002 may fail on certain network conditions. -
DEF-2191
- Fixed: Memory leak in callbacks for models, particlefx and spine.
Editor 2
-
DEFEDIT-1354
- Fixed: Lost layout overrides after reordering Gui nodes. -
DEFEDIT-1373
- Fixed: Font resources will now use all available processor cores to generate bitmaps. -
DEFEDIT-1381
- Fixed: Assets tree refreshes faster in projects with many dependencies on Windows. -
DEFEDIT-1387
- Fixed: Spine/Model animations sometimes sample outside of timeline data. -
DEFEDIT-1388
- Fixed: File extensions are no longer case sensitive in the editor. -
DEFEDIT-1391
- Fixed: The compile phase will now use all available processor cores when building. -
DEFEDIT-1394
- Fixed: Script errors report line numbers when building.