Defold 1.2.171 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 1 week and the next planned stable release is one week 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
This sprint we’ve fixed a sound crash, added some physics improvements, and some optimizations.
Also note that summer has started, so the tempo of support and fixes might drop a little.
iOS storyboards
We’ve added support for iOS storyboards, and we’ve added a default (black) storyboard to the new setting ios.launch_screen
.
To create your own storyboard, follow this tutorial on how to create the actual storyboard itself:
Vulkan support
We’re finally ready to let you try out the new Vulkan graphics backend.
Our main goal was to support Metal for iOS/OSX, and we do that now by using MoltenVK, as a wrapper.
On Android, it also enables you to have two backends active. It first checks if Vulkan is supported, otherwise it falls back on the OpenGL backend.
Our current implementation is written to work “as before”, in the same manner as our OpenGL backend, so that no changes are needed on your part.
To enable the Vulkan support, add the extension-vulkan to your dependencies and set the property shader.output_spirv
in game.project.
You can of course remove the OpenGL backend as well, to further slim down the executable size. See the manifestation tool
Engine
Issue-4856
- Added: Added gamepad name to input connected eventIssue-3771
- Added: Added support for iOS storyboardIssue-4977
- Fixed: Fix bug with new Apple provisioning profileIssue-3381
- Fixed: Android app AAB bundle fixesIssue-4983
- Fixed: Sounds don’t crash if they have invalid bitdepth/channel countfailed message.Issue-4946
- Fixed: Fixes for 3D collision/trigger event inconsistencies with 2D eventsIssue-4934
- Fixed: Use correct box size when creating 3d physics with non unit scaleIssue-4953
- Fixed: Make sure scaling isn’t applied twice on 2D physics circle shapesIssue-4908
- Fixed: Crash fix for loading collections with the same nameIssue-4882
- Fixed: Allow more than 16 collision shapesIssue-3181
- Fixed: Optimized rendering of 9-sliced untextured gui boxesPR #4931
- Fixed: Add missing rendering profiles for vulkan
Editor
PR #4978
- Fixed: Make editor report a build error on non-existent custom resourcePR #4935
- Fixed: Panel resize handle fixes (DEFEDIT-4875)PR #4891
- Fixed: Backspace now works in editorwith shift pressedPR #4905
- Fixed: Support building SPIR-V from editor (Vulkan)Issue-4886
- Fixed: Set ui elements in bundle dialog to same size on different OSX systems