Defold 1.3.3 BETA

Defold 1.3.3 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

Engine

NEW: (#6048) Build time measurements and json/html report

Details

Generates new build report that provides information about build time for each stage of the building process.
It uses the same build-report arguments for the bob.jar tool but adds _time postfix to the provided file name.

Fix https://github.com/defold/defold/issues/6048


NEW: (#6488) Sign App Extensions when bundling for iOS

Details

An App Extension lets you extend custom functionality and content beyond your app and make it available to users while they’re interacting with other apps or the system. Examples are app specific stickers in iMessage or extensions to the sharing dialog.

App Extensions must be included in the PlugIns folder and they must be signed. It is easy to include extensions in a PlugIns folder by adding the PlugIns folder as a bundle resource to be included in the application bundle.

This change automatically signs any files in PlugIns with the .appex file extension when the application is bundled.


NEW: (#6492) Cancel all property animations on a game object in a single call

Details

It is now possible to cancel all property animations on a game object by calling go.cancel_animations(url) without providing a property as the second argument.


NEW: (#6534) Add option to skip verification of resource archives

Details

A call to resource.store_archive will trigger a verification process of the files in the archive. If the archive is large, contains many files and/or the target i s a low end phone then the verification process can tay way too long. This pull request allows developers to pass an arguments to skip verification:

local options = {}
options.verify = false
resource.store_archive(path, cb, options)

FIX: (#6567) Removed game.project maximum field size of 2048 bytes

Details

The maximum length of a game.project value was previously hardcoded to 2048 characters. This is more than enough for most values, but when it comes to something like the bundle or custom resources which expects a comma separated list of paths it may not be enough and a long list of paths will cause the parser to fail when loading the game.project file. This change dynamically allocates a buffer large enough to hold the value.


FIX: (#6566) Fixed issue when using fixed update function and time scale 0

Details

This is a fix for a recently introduced issue when using a fixed update and the timestep of a collection proxy was set to 0.


FIX: (#6448) Option to use chunked transfer encoding for HTTPS post data larger than 16kb

Details

When using HTTP POST requests to send large amounts of data to a server over https it may be required to use a Chunked Transfer-Encoding header since some web servers have a max TLS record size of 16kb. The default behaviour in Defold is to use chunked transfer encoding for all https requests with post data larger than 16kb. This is however problematic since some servers do not support chunked transfer encoding. To solve this we have now added a new option to the http.request() option table to toggle use of chunked transfer encoding:

local options = {
    chunked_transfer = false -- disable chunked transfer encoding
}
http.request(url, method, callback, headers, post_data, options)

FIX: (#6578) Force 3D physics body activation to wake it up

Details

This fixes an issue where physics.wakeup(url) didn’t wake up dynamic 3D physics bodies.

Fixes https://github.com/defold/defold/issues/6576


FIX: (#6518) Fix for out of bounds assert when rendering uninitialized render entries

Details

This fixes a render related crash which may happen if sprites are disabled in the init() lifecycle function.


FIX: (#6502) Add missing key bindings to HTML5 builds

Details

In HTML5 builds some keys on a standard keyboard did not have any corresponding mappings to key bindings. Examples of keys missing a binding is the key between left shift and Z or the two keys between 0 and Backspace. This fix adds support for the missing keys.


Editor

NEW: (#5630) Add “-keypass” parameter to allow a different key password

Details

This permits a key password to be passed to Bob for signing Android builds, in addition to the keystore password.

java -jar bob.jar --key-pass=mykeypass.txt --platform=armv7-android bundle

FIX: (#6475) Set layout node names from display profiles

Details

This fixes a crash which happens when adding a layout to a gui scene.


24 Likes

Today is the 1.3.3 version release day, but we decided to postpone it for a week.

We found an issue when TLSv1.3 SSL handshake fails with JDK 11.0.1 we used. That’s why we updated the newer JDK 11.0.15 in the editor, which also needs an update of the JOGL library our editor uses.

Version with these changes is building now and will be ready in an hour or so.

The fixes this version includes (in comparison with the previous avaliable beta):

The release of the 1.3.3 version is scheduled for the 6th of June.
We would be appreciated testing the updated beta.

UPD: it is possible that SSL handshake issue will block you from updating using the internal editor’s updating mechanism. If so, please download update manually.

15 Likes

Tested, works well! Thanks!

6 Likes