britzl
December 28, 2021, 5:10pm
1
Defold 1.2.191 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 Defold Downloads
Set your build server to https://build-stage.defold.com
Engine
Issue-3459
- Fixed : Add ability to change collision object group and mask at run-time
Issue-3645
- Fixed : Add possibility to rotate tiles in tilemap
Issue-5066
- Fixed : Add timer.trigger(handle)
function
Issue-6185
- Fixed : Set window background color on startup
Issue-6198
- Fixed : Set default mipmap generation filter to linear
Issue-6227
- Fixed : Fixed material constant for Vulkan
Issue-6235
- Fixed : Discard first random value after setting seed
Issue-6236
- Fixed : Improved parser for v3 and v4 go.properties with a single value
Issue-6239
- Fixed : Update “resource.get_text_metrics” docs
Issue-6241
- Fixed : Set fd for file resource data to 0 after it has been closed
Issue-6244
- Fixed : Add go.get("#sprite", "animation")
Issue-6249
- Fixed : NE: New LoadClass
method with activity parameter and fix order for OnCreate
/OnActivityResult
callbacks
Issue-6251
- Fixed : NE: Added destroy function to DM_DECLARE_COMPONENT_TYPE
Issue-6256
- Fixed : Fixed issue where particlefx could get wrong material constants
Issue-6273
- Fixed : Fix build exception when local cache is enabled but no remote cache is set up.
Issue-6283
- Fixed : Fix: bundling process doesn’t build textures from resource property overrides
Issue-6284
- Fixed : Fixed issue with tilesource using indexed PNG
Issue-6276
- Fixed : Update SDK to iOS 15, macOS 12 and XCode 13
Editor
Issue-6265
- Fixed : Fix freeze at project load time when an editor script requires another Lua module
Issue-6267
- Fixed : Handle long file paths in the debugger
Issue-6226
- Fixed : Added VSCode + Calva readme
Issue-6238
- Fixed : Editor loads resources from dependencies only when needed
28 Likes
We’ve also updated extension-spine and extension-rive with a minor but breaking change in the dmSDK.
It shouldn’t affect much other than you’ll get a compile error if you’re not using the corresponding version for your editor.
6 Likes
britzl
December 29, 2021, 11:43am
3
We’ve released an updated beta with iOS 15 support.
1 Like
Klear
December 29, 2021, 1:15pm
4
britzl:
Issue-3459
- Fixed : Add ability to change collision object group and mask at run-time
Issue-3645
- Fixed : Add possibility to rotate tiles in tilemap
Issue-5066
- Fixed : Add timer.trigger(handle)
function
Awesome! I have needed each of these from time to time.
7 Likes
Yeah, I like how these game-changing features keep quietly popping up lately.
4 Likes
Just testing this version. I’m getting this Internal Server error for both extension I’m using. Any clue?
totebo
December 29, 2021, 5:27pm
12
The rotating tiles and setting masks and groups at runtime are big ones! Is tile rotating supported by the editor, or just code?
3 Likes
AGulev
December 29, 2021, 7:43pm
13
For now it’s the same as for FlipH/FlipV - you can’t change it in the tile editor, but if you change it in your *.tilemap
file the editor will show it (or if you change it in an external tile editor)
API docs is available here: API reference (tilemap)
UPD:
This comment may be useful for ppl who wants to make exporters from tile editors into Defold tilemap
We don’t use transformation matrix for each tile, 3 bits is enough to record 16 (but 8 unique) states that combination of FlipH, FlipV and Rotato90 gives.
/* It's enough to have 3 flags to specify a quad transform. 1st bit for h_flip, 2nd for v_flip and 3rd for 90 degree rotation.
* All the other rotations are possible to specify using these 3 bits.
* For example, rotating a quad 180 degrees is the same as flip it horizontally AND vertically.
* Here is a transforms correspondence table:
* |----------------------------------------------
* |val| bitmask| basic 3bits | corresponding |
* | | | transforms | transformations |
* |----------------------------------------------
* | 0 | (000) | R_0 | R_180 + H + V |
* | 1 | (001) | H + R_0 | R_180 + V |
* | 2 | (010) | V + R_0 | R_180 + H |
* | 3 | (011) | V + H + R_0 | R_180 |
* | 4 | (100) | R_90 | R_270 + H + V |
* | 5 | (101) | H + R_90 | R_270 + V |
* | 6 | (110) | V + R_90 | R_270 + H |
* | 7 | (111) | V + H + R_90 | R_270 |
* -----------------------------------------------
*
* Since we want to use arithmetic sum in Lua API (and avoid using of bit module)
* and also want to avoid extra arithmetic operations in the engine (because we are doing them on Lua side anyways)
This file has been truncated. show original
8 Likes
britzl
December 29, 2021, 10:31pm
14
Which extensions? Can you confirm which build server you are using? And your editor version?
Sure thing!
Version:
Build server:
https://build-stage.defold.com
Extensions:
https://github.com/Dragosha/extension-gamecenter/archive/master.zip
https://github.com/MaratGilyazov/def_taptic_engine/archive/v1.2.zip
I’m on a Macbook pro with Apple Silicon. OSX 12.1
Everything was working with 1.2.190. I’m always on the beta channel
1 Like
I had missed to update a few environment variables on that darwin server. I’m on it and expect it to be fixed soon.
EDIT:
The Darwin beta server has now been updated and should be working again.
4 Likes
All working now, thank you!
3 Likes
Reporting this here but also on github.
When the console is hidden the autocomplete menu appears not where the cursor is.
2 Likes
Checked #6142 (black screen flashing after a launch screen on iOS) and, unfortunately, it’s not fixed.
2 Likes
Yeah I second that, I still get the back flash on iOS. On desktop it’s working although I tested on osx only.