Defold 1.2.170 BETA
The latest beta is now released, and we invite those interested in beta testing the new features in the editor and engine to join now.
The beta period will be 2 weeks and the next planned stable release is two weeks from now.
We hope this new workflow will highlight any issues earlier, and also get valuable feedback from our users. And please comment if you come up with ideas on improving on this new workflow.
Please report any engine issues in this thread or in issues using Help → Report Issue
Thx for helping out!
Disclaimer
This is a BETA release, and it might have issues that could potentially be disruptive for you and your teams workflow. Use with caution. Use of source control for your projects is strongly recommended.
Access to the beta
Download the editor or bob.jar from http://d.defold.com/beta/
Set your build server to https://build-stage.defold.com
Release notes
In this release we’ve updated the Android bundling to support the new .aab format.
There’s a new setting for this in the bundle dialog, or check the documentation for bob.jar on how to specify it using the --bundle-format option.
We’ve also finally added support for physics scaling. You can enable it by checking the option physics.allow_dynamic_transformsin the project settings. It allows you to set the transform at runtime for the non static collision objects.
Another physics fix is that the phyics.raycast() have been updated so that it can return all the raycast hits. See the documentation for further info on how this api has changed (it is still backwards compatible though).
We have updated the HTML5 builds to use Emscripten 1.39.16, which yields smaller (about 13%) wasm executable sizes.
This is the first release we’ve made where community contributions have been made.
Thank you for your support!
Some notable contributions are a fix for not rendering 9-sliced gui nodes when the don’t have any texture, which is a good optimization. Another one is a having texture compression as an option in the bundle dialog, which will make it clearer for our users. Also some documentation improvements.
Engine
Issue-3381- Added: Added support for Android App BundlesIssue-3189- Added: Added support for physics scalingIssue-4845- Fixed: Don’t render while iconifiedIssue-3181- Fixed: Refactor handling 9 slice gui node with no texture.Issue-4830- Fixed: Add all keys input binding to builtins.Issue-4873- Fixed: Added helpful information to script templatesIssue-4710- Fixed: physics.raycast now can return all resultsIssue-3315- Fixed: Fix label rotationIssue-4821- Fixed: Respect texture-compression setting when creating app bundle.Issue-3342- Fixed: Fixed parsing issue with go.property(…) with regards to spacesIssue-4831- Fixed: Pass nil to window.set_listener() to unsubscribeIssue-4849- Fixed: NE: Remove GraphicsAdapterOpenGL symbol when linking headless buildsIssue-1848- Fixed: Fixed inconsistency between setting (0,0,0) and (0) as scale in factory createIssue-4784- Fixed: Handle display cutout in immersive modeIssue-4775- Fixed: Don’t try to get the animation frame index if no animation is set
Editor
Issue-4821- Fixed: Add texture compression option to bundle dialog.Issue-4844- Fixed: Added donate link to the editor help menuPR #4800- Fixed: Specify exact JDK version to downloadPR #4813- Fixed: Fix misplaced docstrings in the editor code
Defold source
Issue-4803- Fixed: Update to Emscripten 1.39.16Issue-4827- Fixed: Package path can now point to a local folderIssue-4815- Fixed: Detect missing sdk before engine buildIssue-4822- Fixed: Updated engine to use MSVC 2019Issue-4640- Fixed: Added support to build/package our external libraries using wafIssue-4817- Fixed: Updated the engine coding guidelinesIssue-4640- Fixed: Added script to build external packages using our build system




