britzl
August 9, 2023, 9:58pm
41
The disk space has been increased and the server is working again.
1 Like
Yes, it works! I saved the file via io.save() to “data/res.zip” and mounted it as “zip:/data/res.zip”.
And I can state that the new LiveUpdate API works much much more reliable than legacy API. That’s why I closed this issue .
So, very soon ResZip will be just an example of using LiveUpdate
P.S. It would be awesome to address this feature request - Report progress for http.request calls · Issue #6486 · defold/defold · GitHub .
8 Likes
Sweet!
Thanks for testing it! (and also closing an issue! )
5 Likes
britzl
August 10, 2023, 4:07pm
45
I agree. We’ll start planning for an implementation.
3 Likes
britzl
August 14, 2023, 7:32am
46
Due to the breaking changes in this beta we have decided to extend the beta for another week. The release of 1.5.0 is planned for Monday the 21st of August.
7 Likes
A future improvement will be a way for developers to specify how liveupdate content is split into multiple archives when building. For now the excluded content is stored in a single archive and it is up to the developer to manually split the content into multiple archives.
Is there a guide anywhere on how to split up the files and to know what the content of the files are? For example I want to split up the zip files so that it only contains files necessary for a certain collection. How would I go about doing that?
britzl
August 18, 2023, 4:56am
48
No, we don’t have this right now, and it is a bit complicated. I have a pull request which will produce a resource graph when the project is built. The resource graph will help you map the hex digest file names in a live update archive to the files in your project:
dev
← Issue-7753-generate-resource-graph-on-bundle
opened 05:34AM - 15 Jul 23 UTC
When building a project using the bob.jar command line tool a resource graph in … json format will be saved as `build/default/game.graph.json`. The resource graph will list all resources included in the game archive, starting at the top level (project root) and following a parent-child hierarchy from the game.project file down through the bootstrap collection to each leaf resource. Example of a graph:
```json
[ {
"path" : "/<AnonymousRoot>",
"hexDigest" : null,
"children" : [ "/main/main.collectionc", "/builtins/render/default.renderc", "/input/game.input_bindingc", "/builtins/input/default.gamepadsc", "/builtins/render/default.display_profilesc", "/builtins/scripts/debugger.luac" ]
}, {
"path" : "/main/main.collectionc",
"hexDigest" : "b876bb2748e96cb7ceab9deb9808f534c0b994cf",
"children" : [ ]
}, {
"path" : "/builtins/render/default.renderc",
"hexDigest" : "62fcf66fed9988305fe48996f4d7693b2fac6e49",
"children" : [ "/builtins/render/default.render_scriptc" ]
}, {
"path" : "/builtins/render/default.render_scriptc",
"hexDigest" : "51fe08bdca1d4a79e41bbda87bfa79a151b82c6f",
"children" : [ ]
}, {
"path" : "/input/game.input_bindingc",
"hexDigest" : "9b525bf47b7a7a9c35ad9b07723421404c35dc0f",
"children" : [ ]
}, {
"path" : "/builtins/input/default.gamepadsc",
"hexDigest" : "7c448d18992aefe1c184981f2bb057cf6429321f",
"children" : [ ]
}]
```
Fixes #7753
## PR checklist
* [ ] Code
* [ ] Add engine and/or editor unit tests.
* [ ] New and changed code follows the overall code style of existing code
* [ ] Add comments where needed
* [ ] Documentation
* [ ] Make sure that API documentation is updated in code comments
* [ ] Make sure that manuals are updated (in github.com/defold/doc)
* [ ] Prepare pull request and affected issue for automatic release notes generator
* [ ] Pull request - Write a message that explains what this pull request does. What was the problem? How was it solved? What are the changes to APIs or the new APIs introduced? This message will be used in the generated release notes. Make sure it is well written and understandable for a user of Defold.
* [ ] Pull request - Write a pull request title that in a sentence summarises what the pull request does. Do not include "Issue-1234 ..." in the title. This text will be used in the generated release notes.
* [ ] Pull request - Link the pull request to the issue(s) it is closing. Use on of the [approved closing keywords](https://docs.github.com/en/issues/tracking-your-work-with-issues/linking-a-pull-request-to-an-issue).
* [ ] Affected issue - Assign the issue to a project. Do not assign the pull request to a project if there is an issue which the pull request closes.
* [ ] Affected issue - Assign the "breaking change" label to the issue if introducing a breaking change.
* [ ] Affected issue - Assign the "skip release notes" is the issue should not be included in the generated release notes.
i wanted to try Defold 1.5.0 beta and when i opened the project it took double the time to build the first time compared to 1.4.8
britzl
August 18, 2023, 9:24am
50
Build for which platform? You can get a build report including timings by checking the “Generate Build Report” option in the bundle dialog. Please do this using 1.4.8 and 1.5.0-beta and share the reports here.
not bundling just building to test the game but it was just a problem in my laptop i think sorry
britzl
August 18, 2023, 9:43am
52
Ah, I see. And are you seeing the same each time you open and build the project in 1.5.0? If you are using native extensions then these will be rebuilt the first time you open and build the project in a new version of Defold. This could explain the increased build time.
1 Like
oh that explain it i am using and ads sdk so it’s a native extension
1 Like
Lua code not compressed in 1.5.0 Beta
opened 05:27PM - 18 Aug 23 UTC
bug
**Describe the bug (REQUIRED)**
Lua code not compressed in 1.5.0 Beta
**To R… eproduce (REQUIRED)**
1. Build with bob
```
java -jar bob/bob.jar --settings bob/settings/dev_game.project_settings --archive --texture-compression true --with-symbols --variant debug --platform=js-web --bo bob/releases/dev/web -brhtml bob/releases/dev/web/report.html clean resolve build bundle
```
**Expected behavior (REQUIRED)**
Lua code compressed
**Defold version (REQUIRED):**
- 1.5.0 beta
editor sha d0b08c6914b4fccc7d97e99ba228ac4eadaaee09
engine sha d0b08c6914b4fccc7d97e99ba228ac4eadaaee09
**Platforms (REQUIRED):**
- Platforms: [Web]
**Screenshots (OPTIONAL):**
1.4.8

1.5.0

**Additional context (OPTIONAL):**
Add any other context about the problem here.
Sorry for the delay.
A new fix has been pushed to the beta and should arrive in an hour.
5 Likes
d954mas
August 24, 2023, 11:12am
56
Thnaks. Compression worked.
3 Likes
Occasionally, building in editor (Mac, Apple Silicon) results in the game window briefly appearing, and this being printed to console. Running again works. This is using version b51f08bcdd5771e0a5ece807768422db0c760857
INFO:ENGINE: Loading data from: http://127.0.0.1:55820/build
WARNING:RESOURCE: No resource loaders mounted that could match uri http://127.0.0.1:55820/build
Edit: I just had a crash too. I see that extension-spine may be involved, I’ll try 2.11.2
crash_report.txt (200.3 KB)
AGulev
August 24, 2023, 1:58pm
58
This crash is related to the Spine extension. Please update it to at least 2.11.2 version
1 Like
Defold 1.5.0 has breaking behaviour of the go.get function for single properties.
Test:
local alpha = go.get("#sprite", "tint.w")
print("Defold", sys.get_engine_info().version, "=> type of value is ", type(alpha))
pprint(alpha)
Result:
Defold 1.4.8 => type of value is number
Defold 1.5.0 => type of value is table
{ --[[000002ABDAAEF010]]
1 = 1
}
So, it’s impossible to write code like that in 1.5.0:
local alpha = go.get("#sprite", "tint.w")
alpha = alpha / 2 -- `alpha` is a table in 1.5.0
go.set("#sprite", "tint.w", alpha)
5 Likes
It’s probably related to the constant array feature (somehow), but it is not supposed to be a breaking change: I’ll take a look
8 Likes