Defold 1.3.1 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 Releases · defold/defold · GitHub
Set your build server to https://build-stage.defold.com
Release notes
Improved timestep support
The biggest change this release is the improved support for the different timesteps between the game update loop and the physics update loop.
The goal is to have the game using vsync, and use the delta time between the display refreshes as the dt
for the game loop.
This will fix the issues we’ve seen with game running on displays with variable frame rates (or rates > 60hz).
The display.update_frequency
(default is 0) variable has changed somewhat, and is only limiting the frame rate if it’s lower than the current refresh rate of the display.
E.g. it can be useful to limit the frequency to something low (like 30) to simulate the behavior of for instance a KaiOS device.
The fixed physics update is off by default, in order to stay compatible with the old behavior.
(More on the settings at the end of this post)
We’ve added a fixed_update(self, dt)
life cycle function to the game object scripts.
When using fixed timesteps for the physics, this is where you’ll want to add the forces to your game objects, in order to keep in sync with the physics updates.
After the requests and comments from the community, we’re confident that the new implementation is a good way forward.
However, due to the nature of the implementation, it wasn’t possible to keep it 100% backwards compatible.
We hope that the community can help test their project with this beta, and find and report any changes in behavior, so that we may discuss a way forward.
Frustum culling
We’ve added support for frustum culling. In this initial version of the feature, it’s only used for sprites.
Expected benefits are reduced vertex buffer sizes (saving GPU bandwidth), and reduced number of draw calls (depending on projects).
EDIT 2022-03-23: Frustum culling is enabled by default in the default.render_script. If you have a custom render script, you need to create a frustum matrix, and pass it into your render.draw()
calls.
Floating point render targets
We’ve added support for floating point render targets on the devices that support them.
The following constants are set if supported on the device and are otherwise nil if not supported:
* render.FORMAT_RGB16F
* render.FORMAT_RGB32F
* render.FORMAT_RGBA16F
* render.FORMAT_RGBA32F
* render.FORMAT_R16F
* render.FORMAT_RG16F
* render.FORMAT_R32F
* render.FORMAT_RG32F
Engine
-
Issue-6319
- Added: Added support for creating floating point render targets -
Issue-6456
- Added: Added frustum culling to default render script -
Issue-6460
- Added: Added support for specifying fixed physics time steps -
Issue-6336
- Fixed: Ignore focus lost/gain events for detection if app is in background (Android) -
Issue-6431
- Fixed: Add allandroid:configChanges
with requered API less or equal than 16 -
Issue-6437
- Fixed: Make sure particle fx duration doesn’t go below 0 -
Issue-6440
- Fixed: Reset key state when canvas focus is lost (HTML5) -
Issue-6445
- Fixed: Add frustum culling support (currently sprites only) -
Issue-6447
- Fixed: Correctly scale convex collision shapes in nested factory created game objects -
Issue-6452
- Fixed: Improved error handling when using multiple tilemap collision objects in a single game object -
Issue-6453
- Fixed: NE: Added dmGraphics api for querying the supported extensions -
Issue-6458
- Fixed: Do not create animations for box nodes with one frame flipbook animations during gui scene creation -
Issue-6461
- Fixed: Label alpha not always working properly in html5 -
Issue-6464
- Fixed: Game loop now uses display.update_frequency to use variable/fixed frame rate -
Issue-6467
- Fixed: Changed default value for wasm streaming -
Issue-6470
- Fixed: Editor plugin restart message -
Issue-6472
- Fixed: Bob doesn’t unpack plugin shared libraries unless they’ve changed -
Issue-6473
- Fixed: Improved GUI property API reference -
Issue-6474
- Fixed: Speed up building of script files -
Issue-6476
- Fixed: Improved Bob exception reports (“resource cannot be null”) -
Issue-6478
- Fixed: Editor: Added support for setting constant arrays -
Issue-6481
- Fixed: Added support for component timestep
Settings related to time steps
These are the relevant settings:
-
engine.fixed_update_frequency
- an integer setting in Hz
- Default is
60
-
0
means it’s disabled - We recommend e.g. 30 or 60 Hz
- Corresponds to the script life cycle function
fixed_update(self, dt)
-
physics.use_fixed_timestep
- boolean
-
0
(false) is default -
0
means variable frame rate (default) - We recommend using
1
for new projects
-
display.update_frequency
(integer)- an integer setting in Hz
-
0
means variable frame rate (default) -
> 0
means fixed frame rate. Capped at runtime towards the actual frame rate. I.e. you cannot update the game loop twice in an engine frame. - Fixed time steps may be used to simulate slower devices, or throttle the performance at runtime. E.g. set to
30
to simulate the frame rate of KaiOS.
-
display.swap_interval
- An integer setting that sets the OpenGL swap interval
- (doesn’t work with Vulkan)
-
0
disables vsync - Default is
1
-
(DEPRECATED)display.vsync
- boolean
- If set to false, forces a
display.swap_interval = 0
-
Use the sys.set_update_frequency(hz) to control the “display.update_frequency” at runtime.