DO you have anymore info from your build/x86_64-linux/log.txt?
log.txt (62.1 KB)
It works for my colleague, but I restarted the computer (hence the Editor) today and then it stopped working on my machine ![]()
@1.7.1
There is no ./build/x86_64-linux folder, only ./build/default
That also sounds strange, as that’s where the build log ends up, and you are building your project with extensions/appmanifest, otherwise you would not get that log output?
@1.7.1
log_gl_171.txt (1.5 KB)
no folder for vulkan
That’s for a default new desktop project, without appmanifest
PS
When building with bob.jar (1.7.0) there is a log
log.txt (3.3 KB)
PPS
bob.jar (1.7.1)
log_gl.txt (1.5 KB)
log_vulkan.txt (3.3 KB)
It seems we haven’t supported Vulkan on Linux before, but we’ll start with enabling it in this beta, and see how well it works for you. Stay tuned.
The same is happening in beta (3b77500690c25519ab377e1a158a17fc35dba53f)
Is it possible that the graphics drivers has updated?
Since you were already using the Defold alpha version, that’s the same version as the beta. At least when it comes to Vulkan support).
Maybe, but I installed newest update to graphics card driver and it works now! ![]()
Is the Vulkan backend implemented in such a way that there’s measurable improvements for your average Defold games? Any benchmarks that the team has.
Currently, I’d say the main difference is that we can support devices that don’t have OpenGL support (some Androids, Nintendo Switch)
OpenGL is still performant, it’s just that not as many platforms will support it in the future. Android and iOS supports it for a bit longer, as well as HTML5.
Currently, our graphics backend has an OpenGL-like api, which limits us in what we can do in any case. In the future, we can upgrade our own api it to a more modern approach, and let us benefit more from the modern ways of structuring data, states and draw calls.
Ohh you make a lot of changes in html template.
You move all resize logic from engine_template.html to dmloader.js
Please, return that logic in engine_template.html
In “engine_template.html” it is easy to customize that logic.
But in dmloader it is hard(
Can you tell us a bit more about your setup? Or perhaps you have a small repro case we can look at?
I think it’s hard to tell from your image what is wrong.
What is the size of the your image?
Just updated(a few minutes ago) to 1.7.1 (2dfb152) and I got this error, any idea why? (I cleaned up the ‘.internal’ and ‘build’ folders)
Building works with newly created empty projects but fails on my project. I guess I messed up something but error message is not very helpful or am I missing something?
EDIT: Oh shit, sorry; there is a white space at the end of the https://build-stage.defold.com/_ … But still I dont understand why it works before this release
It would be nice to trim white spaces before and after…
Not sure what changed with the validation, perhaps @vlaaad knows?
Hello, sorry that I failed to set an image of the correct way it should look. The original is just a stretched version of the block in red. The slice9 image in this pic is working but only because one of the sides is a none zero number initially. if L, T, R, B all = 0, the change does not happen.
I’ve been getting really weird jumps on a character controlled via code. Almost like DT fluctuates to weird values. This is on a M1 Pro macbook pro.
Haven’t had time to investigate yet but that’s the feeling I got. Anyone else?
Do you use fixed_update()? It’s what I use and have not noticed anything yet.
I’ve had to pause my evaluation of the beta as one of our spine anims now causes the editor to crash at startup
EDIT: I’ve forked from 2.14.5 and cherry-picked the gui euler change for Defold 1.8.0


