Defold 1.2.171 BETA

#1

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 event
  • Issue-3771 - Added: Added support for iOS storyboard
  • Issue-4977 - Fixed: Fix bug with new Apple provisioning profile
  • Issue-3381 - Fixed: Android app AAB bundle fixes
  • Issue-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 events
  • Issue-4934 - Fixed: Use correct box size when creating 3d physics with non unit scale
  • Issue-4953 - Fixed: Make sure scaling isn’t applied twice on 2D physics circle shapes
  • Issue-4908 - Fixed: Crash fix for loading collections with the same name
  • Issue-4882 - Fixed: Allow more than 16 collision shapes
  • Issue-3181 - Fixed: Optimized rendering of 9-sliced untextured gui boxes
  • PR #4931 - Fixed: Add missing rendering profiles for vulkan

Editor

  • PR #4978 - Fixed: Make editor report a build error on non-existent custom resource
  • PR #4935 - Fixed: Panel resize handle fixes (DEFEDIT-4875)
  • PR #4891 - Fixed: Backspace now works in editorwith shift pressed
  • PR #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
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pinned globally #2
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#3

Can’t get the new version from the previous beta. The download update button is not doing anything.

From the log:

2020-07-13 12:07:27.227 25553 [clojure-agent-send-off-pool-0] INFO editor.updater - {:line 210, :message “Update download failed”}

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#4

We have updated how we store things on S3, and it seems this code in the editor doesn’t detect link forwarding yet.

You can use the links at the top of the post for now.

1 Like

#5

We’ve updated the beta. The editor beta should now be able to auto-update.

2 Likes

#6

I did test Vulkan with our latest game and it did work fine before, only required some shader changes. Have not tested this build but I assume it will be similar.

If we include OpenGL and Vulkan is not supported on Win/macOS/Linux targets will OpenGL then be used? Is there a way at runtime for us to let the user pick which backend to use, like command line options at least, or something?

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#7

Yes, you can have both backends, and if Vulkan is not supported, it will fallback to OpenGL.

There is currently no way to select backend from command line options.

1 Like