Defold 1.9.6 BETA

Defold 1.9.6 BETA

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 GitHub: Release v1.9.6 - beta · defold/defold · GitHub

Summary

  • NEW: (#9730) Enable instanced arrays on WebGL 1.0 (by aglitchman)
  • NEW: (#9830) Shaderc library based on spirv cross (by Jhonnyg)
  • NEW: (#9827) Added threading of archive builder (by britzl)
  • NEW: (#9847) Camera components should have precedence in the default render script (by Jhonnyg)
  • NEW: (#9762) Threaded resource builds when using bob.jar (by britzl)
  • NEW: (#9554) Added support for getting the type of a GUI node at runtime (by VowSoftware)
  • NEW: (#9831) Add ALLOW_UNIMPLEMENTED_CALLS=0 to reduce build size. (by ekharkunov)
  • NEW: (#9835) Remove deprecated stackTrace symbol. (by ekharkunov)
  • NEW: (#9701) Add euler/quat conversion functions to vmath (by aglitchman)
  • NEW: (#9648) Added engine support for arm64-linux platform (by JCash)
  • NEW: (#9724) Reduce the size of bob.jar and the Editor by removing the default dmengine for rarely used platforms (by AGulev)
  • NEW: (#9728) Wait for the reload to finish before building (by vlaaad)
  • NEW: (#9757) Engine Arguments field in preferences (by AGulev)
  • NEW: (#9766) Better “Build HTML5” options (by AGulev)
  • NEW: (#9810) Add new toggles “Grid” and “Component Guides” into the Scene View visibility popup (by AGulev)
  • NEW: (#9721) Respect alphabits and create GL context with correct configuration. (by ekharkunov)
  • FIX: (#9706) Strip clrf line endings from shader source (by Jhonnyg)
  • FIX: (#9792) Use actual dpi value in glfw get display scale factor (by Jhonnyg)
  • FIX: (#9815) ParticleFx vertex buffer batch update (by JCash)
  • FIX: (#9828) Improve FS synchronization (by ekharkunov)
  • FIX: (#9834) Use more precise method to calculate dt (by AGulev)
  • FIX: (#9843) Fixed an issue with the incorrect time_elapsed value in the repeating timer callback. (by AGulev)
  • FIX: (#9848) Fixed issue where go.property(msg.url(“socket”, “path”, “fragment”)) (with 3 arguments) could not be parsed by Bob. (by AGulev)
  • FIX: (#9860) Fixed the GUI properties iterator (by AGulev)
  • FIX: (#9456) Added Wasapi sound backend for Windows (by JCash)
  • FIX: (#9867) Fix issue when max_instances value is wrong when components count more than GOs count (in collection withous factories) (by AGulev)
  • FIX: (#9841) Fix rare case of double initialization in web build (by ekharkunov)
  • FIX: (#9861) Fix profiler ‘view peak frame’ mode. (by ekharkunov)
  • FIX: (#9862) Return correct ‘sys.open_url’ result for html5 (by ekharkunov)
  • FIX: (#9686) Fix search in files after deleting files (by vlaaad)
  • FIX: (#9784) Set clearcolor alpha to one by default (by Jhonnyg)
  • FIX: (#9552) Fixed an issue where trimmed images in the atlas displayed incorrect outlines (by AGulev)
  • FIX: (#9765) Update JDK and JavaFX (by vlaaad)
  • FIX: (#9871) Consider successors from implicit connections inherited by override nodes (by matgis)
  • FIX: (#9884) Rewrote Gui layout editing to work efficiently with templates (by matgis)

Engine

NEW: (#9730) ‘Enable instanced arrays on WebGL 1.0’ by aglitchman
WebGL 1.0 now also supports instanced arrays if the appropriate ANGLE_instanced_arrays extension is available on the user’s device.

NEW: (#9830) ‘Shaderc library based on spirv cross’ by Jhonnyg
The spirv-cross command-line binary has been replaced with a library version of the tool that does the same thing, which means that we don’t need to write intermediate files when crosscompiling, and we can now reconfigure resource bindings however we want. This means that we can merge resources between fragment and vertex program, change location decorations for input/output bindings and much more!

NEW: (#9827) ‘Added threading of archive builder’ by britzl

NEW: (#9847) ‘Camera components should have precedence in the default render script’ by Jhonnyg
The default render script has been updated to take camera components into account - if there are camera components in the scene, they will be used in favor of the various “projection modes” specified in the render script. For a camera component to be used in rendering, a need function has also been added to the camera API:

camera.get_enabled(url)

This function can be used to check wether or not a camera is enabled or not. If there exists multiple camera components in the scene, the last enabled camera will be used for rendering. This is usually the camera component created last, but enabling and disabling camera components can change this order in the engine as well.

NEW: (#9762) ‘Threaded resource builds when using bob.jar’ by britzl
The bob.jar command line tool will now use multiple threads when project resources are built. It is possible to control the number of threads used when building resources using the --max-cpu-threads option:

  • If the --max-cpu-threads option is not provided the number of threads will be based on the number of available processors (CPU cores).
  • If --max-cpu-threads is a positive value the number of threads will be equal to this value. Note that it is possible to use more threads than available processors, and it may in fact result in even faster builds since there’s less overhead from thread reuse.
  • If --max-cpu-threads is a negative value the number of threads will be equal to the number of processor minus this value (minimum 1 thread).

NEW: (#9554) ‘Added support for getting the type of a GUI node at runtime’ by VowSoftware
Added support for getting the type of a GUI node at runtime.

The gui.get_type() function returns one of the following constants:

  • gui.TYPE_BOX
  • gui.TYPE_TEXT
  • gui.TYPE_PIE
  • gui.TYPE_PARTICLEFX
  • gui.TYPE_CUSTOM

If the node uses a custom type, then the hash name of the custom type is returned as a secondary value.

local node = gui.new_box_node(vmath.vector3(100, 100, 0), vmath.vector3(20, 20, 1))
local type, subtype = gui.get_type(node)
pprint(type, subtype) -- 0 (gui.TYPE_BOX), nil

Resolves #9358

NEW: (#9831) ‘Add ALLOW_UNIMPLEMENTED_CALLS=0 to reduce build size.’ by ekharkunov
Added build options which remove stubs linkage. Should reduce build size.

NEW: (#9835) ‘Remove deprecated stackTrace symbol.’ by ekharkunov

NEW: (#9701) 'Add euler/quat conversion functions to vmath by aglitchman
Two new functions have been added to the vmath module to convert euler angles to quaternion and vice versa. Euler angles are often used to simplify handling the rotation of objects.

  • vmath.quat_to_euler - converts a quaternion into euler angles.
  • vmath.euler_to_quat - converts euler angles into a quaternion.
local q = vmath.quat_rotation_z(math.rad(90))
print(vmath.quat_to_euler(q)) --> 0 0 90

local q2 = vmath.euler_to_quat(0, 45, 90)
print(q2) --> vmath.quat(0.27059805393219, 0.27059805393219, 0.65328145027161, 0.65328145027161)

NEW: (#9648) ‘Added engine support for arm64-linux platform’ by JCash
This change adds support for arm64 Linux (platform identifier arm64-linux), for use on hardware such as Rasberry Pi.

FIX: (#9706) ‘Strip clrf line endings from shader source’ by Jhonnyg
Carriage return line endings are now stripped from shader code.

FIX: (#9792) ‘Use actual dpi value in glfw get display scale factor’ by Jhonnyg
Fixes an issue where the glfwGetDisplayScaleFactor function always returns 1 on web. The function will now take window.devicePixelRatio into account, since this is what the glfw implementation is using as well.

FIX: (#9815) ‘ParticleFx vertex buffer batch update’ by JCash
This allows for a smaller CPU memory usage when updating the GPU vertex buffer.

There is a new property particle_fx.max_particle_buffer_count (default 1024) that controls how many particles will fit into the CPU buffer, effectively limiting CPU memory usage.

The previous property particle_fx.max_particle_count (default 1024), is now the limit of the GPU vertex buffer size.

FIX: (#9828) ‘Improve FS synchronization’ by ekharkunov
[HTML5 only] Fixed issue when several http.request with option path led to stop syncing MemoryDB->PersistentDB and as a result - losing saved data after page reload

FIX: (#9834) 'Use more precise method to calculate dt by AGulev
Fixes an issue where dt occasionally becomes 0.5s, causing jitters in the game.
Also, a new function has been introduced in dmsdk: dmTime::GetMonotonicTime(). This is the recommended way to measure time intervals (i.e., the time elapsed between events).

FIX: (#9843) ‘Fixed an issue with the incorrect time_elapsed value in the repeating timer callback.’ by AGulev

FIX: (#9848) ‘Fixed issue where go.property(msg.url(“socket”, “path”, “fragment”)) (with 3 arguments) could not be parsed by Bob.’ by AGulev

FIX: (#9860) ‘Fixed the GUI properties iterator’ by AGulev
Fixed a bug with the GUI properties iterator (used in the Poco extension) where properties were mixed up.

FIX: (#9456) ‘Added Wasapi sound backend for Windows’ by JCash
This replaces our old OpenAL implementation, and also allows us to reuse the backend for XBox platform.
With this change, we no longer ship the OpenAL.dll+wrap_oal.dll files, thus making the build size a little bit smaller.
We expect no behavioral changes at runtime due to this change.

FIX: (#9867) ‘Fix issue when max_instances value is wrong when components count more than GOs count (in collection withous factories)’ by AGulev

FIX: (#9841) ‘Fix rare case of double initialization in web build’ by ekharkunov
Fix rare case of double initialization in web build.

Related Fix double init in case of exception in runApp by ekharkunov · Pull Request #17 · defold/extension-poki-sdk · GitHub

FIX: (#9861) ‘Fix profiler ‘view peak frame’ mode.’ by ekharkunov

FIX: (#9862) ‘Return correct ‘sys.open_url’ result for html5’ by ekharkunov

Editor

NEW: (#9724) ‘Reduce the size of bob.jar and the Editor by removing the default dmengine for rarely used platforms’ by AGulev
armv7-android, js-web, and x86-win32 dmengine files were removed from bob.jar to reduce its size. It is still possible to bundle default builds (builds without native extensions) for these platforms, but dmengine will be downloaded as needed.

Additionally, some duplicates in the Editor’s archive were removed to further reduce its size.

NEW: (#9728) ‘Wait for the reload to finish before building’ by vlaaad
When the user focuses on the editor, it performs a resource reload. On large projects this may take a while, and if the user starts a build, the build will use outdated resources. This change fixes the issue by waiting for the reload to finish before starting the build.

NEW: (#9757) ‘Engine Arguments field in preferences’ by AGulev
It is now possible to add engine arguments in the editor’s preferences. The value is saved on a per-project basis.

NEW: (#9766) ‘Better “Build HTML5” options’ by AGulev
Build HTML5 no longer fetches dependencies to speed up the build process.
If you need to clean the build folder and fetch dependencies, use Rebuild HTML5.

Both options now have shortcuts:
CleanShot 2024-11-15 at 16 00 46@2x

NEW: (#9810) ‘Add new toggles “Grid” and “Component Guides” into the Scene View visibility popup’ by AGulev
“Grid” and “Component Guides” added into the Scene View visibility popup for better discoverability

NEW: (#9721) ‘Respect alphabits and create GL context with correct configuration.’ by ekharkunov

FIX: (#9686) ‘Fix search in files after deleting files’ by vlaaad

FIX: (#9784) ‘Set clearcolor alpha to one by default’ by Jhonnyg
The default clearcolor alpha value is now 1.0 in game.project.

FIX: (#9552) ‘Fixed an issue where trimmed images in the atlas displayed incorrect outlines’ by AGulev
Fixed an issue where the editor displayed incorrect outlines for a rotated image in an atlas with trimmed mode.

FIX: (#9765) ‘Update JDK and JavaFX’ by vlaaad
Update editor and bob JDKs to 21.
:warning: While no action is required for the typical use of Defold (i.e. building and bundling from the editor), workflows that use the command line bob.jar need to update the JDK version to 21.

FIX: (#9871) ‘Consider successors from implicit connections inherited by override nodes’ by matgis
Fixed an issue where stale values would be retained in the editor system cache in certain scenarios involving overrides.

FIX: (#9884) ‘Rewrote Gui layout editing to work efficiently with templates’ by matgis

  • Fixed various fundamental issues around Gui templates and layouts in the editor. You should now be able to freely combine Gui templates and layouts without worry.
  • Projects that use a lot of Gui templates will load faster and use less memory.
  • When renaming a resource (such as a font) inside a Gui scene, we will update references to the original name in layouts and scenes that import it as a template.
  • Clearing an overridden property will no longer focus on and select all text in the cleared field in the Property Editor.
23 Likes

Interesting, I look at code and doc. I see implementation for win/Mac/Linux. But I don’t understand what about web, android, ios? It will be worked as getTime before?

Just some my investigation for high precision time:)

As I know, the best precision time for web is https://github.com/d954mas/defold-chronos/blob/61ce6c99bf1eef7cb1acc7ef08fe322c5b5cdb0e/chronos/src/extension.cpp#L62

The function emscripten_get_now() returns a wallclock time as a float in milliseconds. Opera 12.16 and Windows Google Chrome 28.0.1500.95 have a limitation that the timer precision is only in milliseconds. On other major browsers (IE10, Firefox 22, Chrome 28 on non-Windows) it has sub-millisecond precision.

We have time_posix.cpp and time_win32.cpp, these are used for all targets (except consoles).
Remember, we use emscripten to build, so we rely on it replacing it accordingly.

3 Likes

Under Windows 10, when I create and run an empty project, I get this:

INFO:DLIB: Log server started on port 53960
INFO:ENGINE: Target listening with name: DESKTOP-0DD4PUH - fe80::9f99:6302:77ba:3b45 - Windows
INFO:ENGINE: Engine service started on port 53961
INFO:GRAPHICS: Installed graphics device 'ADAPTER_FAMILY_OPENGL'
INFO:ENGINE: Defold Engine 1.9.6 (6ba6186)
INFO:DLIB: Initialized Remotery (ws://127.0.0.1:17815/rmt)
INFO:ENGINE: Loading data from: build/default
ERROR:SOUND: Format not supported
ERROR:SOUND: WASAPI error 0x88890008: 
INFO:CRASH: Successfully wrote Crashdump to file: C:\Users\coderm4ster\AppData\Roaming\Defold/_crash
ERROR:CRASH: CALL STACK:

ERROR:CRASH:  0 0x7FF6B9D9BD30 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:144
ERROR:CRASH:  1 0x7FF6B9E90EEC _seh_filter_exe minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp:219
ERROR:CRASH:  2 0x7FF6B9EF0C54 `__scrt_common_main_seh'::`1'::filt$0 D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:304
ERROR:CRASH:  3 0x7FF6B9E1214C __C_specific_handler D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp:389
ERROR:CRASH:  4 0x7FF9FC1327A0 __chkstk <unknown>:0
ERROR:CRASH:  5 0x7FF9FC0E20D0 RtlRaiseException <unknown>:0
ERROR:CRASH:  6 0x7FF9FC1313A0 KiUserExceptionDispatcher <unknown>:0
ERROR:CRASH:  7 0x7FF6B9DD7B70 dmDeviceWasapi::DeleteDevice D:\a\defold\defold\engine\sound\src\devices\device_wasapi.cpp:66
ERROR:CRASH:  8 0x7FF6B9DD6D40 dmDeviceWasapi::DeviceWasapiOpen D:\a\defold\defold\engine\sound\src\devices\device_wasapi.cpp:240
ERROR:CRASH:  9 0x7FF6B9DDBD40 dmSound::Initialize D:\a\defold\defold\engine\sound\src\sound.cpp:323
ERROR:CRASH: 10 0x7FF6B99D0190 dmEngine::Init D:\a\defold\defold\engine\engine\src\engine.cpp:1059
ERROR:CRASH: 11 0x7FF6B99D51B0 dmEngineCreate D:\a\defold\defold\engine\engine\src\engine.cpp:2269
ERROR:CRASH: 12 0x7FF6B99D5740 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:68
ERROR:CRASH: 13 0x7FF6B99CD450 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 14 0x7FF6B9E0656C __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 15 0x7FF9FB817360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 16 0x7FF9FC0DCC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH: 

INFO:CRASH: Successfully wrote Crashdump to file: C:\Users\coderm4ster\AppData\Roaming\Defold/_crash
ERROR:CRASH: CALL STACK:

ERROR:CRASH:  0 0x7FF6B9DD7B70 dmDeviceWasapi::DeleteDevice D:\a\defold\defold\engine\sound\src\devices\device_wasapi.cpp:66
ERROR:CRASH:  1 0x7FF6B9DD6D40 dmDeviceWasapi::DeviceWasapiOpen D:\a\defold\defold\engine\sound\src\devices\device_wasapi.cpp:240
ERROR:CRASH:  2 0x7FF6B9DDBD40 dmSound::Initialize D:\a\defold\defold\engine\sound\src\sound.cpp:323
ERROR:CRASH:  3 0x7FF6B99D0190 dmEngine::Init D:\a\defold\defold\engine\engine\src\engine.cpp:1059
ERROR:CRASH:  4 0x7FF6B99D51B0 dmEngineCreate D:\a\defold\defold\engine\engine\src\engine.cpp:2269
ERROR:CRASH:  5 0x7FF6B99D5740 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:68
ERROR:CRASH:  6 0x7FF6B99CD450 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH:  7 0x7FF6B9E0656C __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH:  8 0x7FF9FB817360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH:  9 0x7FF9FC0DCC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH: 

INFO:CRASH: Successfully wrote MiniDump to file: C:\Users\coderm4ster\AppData\Roaming\Defold/_crash.dmp
3 Likes

Thanks!
Yeah that’s no good!
I’ll have to look into that immediately then.

1 Like

Build from editor not worked. Any ideas?

/assets/textures/rgb/soul_stone_2.png
	Failed to build resource '/assets/textures/rgb/soul_stone_2.png'.
Cannot invoke "java.lang.Integer.intValue()" because the return value of "com.defold.extension.pipeline.texture.TextureCompressorPreset.getOptionInt(String)" is null

path_settings {
  path: "/assets/textures/rgb/*"
  profile: "RGB"
}

profiles {
  name: "RGB"
  platforms {
    os: OS_ID_GENERIC
    formats {
      format: TEXTURE_FORMAT_RGB
      compression_level: NORMAL
      compression_type: COMPRESSION_TYPE_BASIS_UASTC
    }
    mipmaps: false
  }
}
2024-12-03 13:58:37.543 235223 [clojure-agent-send-off-pool-2] ERROR editor.error-reporting - {:line 115, :ex-data {:node-type-kw :editor.image/ImageNode, :node-debug-label-path ["/assets/textures/rgb/soul_stone_2.png"], :owner-resource-node-id 72057594037931877, :owner-resource-node-type-kw :editor.image/ImageNode, :ex-type :editor.pipeline/decorated-build-exception, :node-id 72057594037931877, :proj-path "/assets/textures/rgb/soul_stone_2.png"}}
clojure.lang.ExceptionInfo: Failed to build resource '/assets/textures/rgb/soul_stone_2.png'.
	at editor.pipeline$decorate_build_exception.invokeStatic(pipeline.clj:207)
	at editor.pipeline$build_BANG_$fn__46382$fn__46384.invoke(pipeline.clj:252)
	at editor.pipeline$build_BANG_$fn__46382.invoke(pipeline.clj:248)
	at clojure.core$map$fn__5954.invoke(core.clj:2772)
	at clojure.lang.LazySeq.force(LazySeq.java:50)
	at clojure.lang.LazySeq.realize(LazySeq.java:89)
	at clojure.lang.LazySeq.seq(LazySeq.java:106)
	at clojure.lang.Cons.next(Cons.java:41)
	at clojure.lang.RT.next(RT.java:733)
	at clojure.core$next__5470.invokeStatic(core.clj:64)
	at clojure.core$dorun.invokeStatic(core.clj:3150)
	at clojure.core$doall.invokeStatic(core.clj:3156)
	at editor.pipeline$batched_pmap$fn__46363.invoke(pipeline.clj:185)
	at clojure.core$pmap$fn__8582$fn__8583.invoke(core.clj:7169)
	at clojure.core$binding_conveyor_fn$fn__5842.invoke(core.clj:2047)
	at clojure.lang.AFn.call(AFn.java:18)
	at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:317)
	at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1144)
	at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:642)
	at java.base/java.lang.Thread.run(Thread.java:1583)
Caused by: java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "com.defold.extension.pipeline.texture.TextureCompressorPreset.getOptionInt(String)" is null
	at com.defold.extension.pipeline.texture.TextureCompressorBasisU.compress(TextureCompressorBasisU.java:87)
	at com.dynamo.bob.pipeline.TextureGenerator.generateFromColorAndFormat(TextureGenerator.java:478)
	at com.dynamo.bob.pipeline.TextureGenerator.generate(TextureGenerator.java:596)
	at editor.pipeline.tex_gen$make_texture_image.invokeStatic(tex_gen.clj:62)
	at editor.pipeline.tex_gen$make_texture_image.invoke(tex_gen.clj:55)
	at editor.pipeline.tex_gen$make_texture_image.invokeStatic(tex_gen.clj:59)
	at editor.image$build_texture.invokeStatic(image.clj:38)
	at editor.image$build_texture.invoke(image.clj:35)
	at editor.pipeline$build_BANG_$fn__46382$fn__46384.invoke(pipeline.clj:249)
	... 18 common frames omitted
1 Like

These are the ones that are missing:

  • Add euler/quat conversion functions to vmath (#9701)
  • Added engine support for arm64-linux platform (#9648)
  • OpenGL context lost/restore handling (pt1) (#9630)

And lots of PR from redoak - don’t know his forum nickname, and really don’t know how to describe his work, but it’s important too :raised_hands:

2 Likes

It’s not finished yet that why it’s not in the changelog.

That’s me. I don’t believe any of my PRs need to be in the release notes — they are only fixing build warnings and minor bugs that could once in a full moon result in mostly minor issues (that no one has yet reported, as far as I know).

I would have tagged them with “skip release notes” if I had the permissions.

2 Likes

That’s part of the changes @jhonny.goransson is doing.
I’ll ping him.

1 Like

Yes, I’ll defer to @britzl that has best knowledge about how the release notes script is working.

The script uses GitHub GraphQL to get GitHub Project associated with the release (in this case 1.9.6, https://github.com/orgs/defold/projects/58). The script grabs all Issues and PRs that are in the Done column, and pulls description, author and other information needed for the release notes.

The reason the issues are not listed is that they were not associated with the GitHub Project as per the PR checklist.

I will add them to 1.9.6 and regenerate the release notes.

1 Like

Done

1 Like

Hi, there is a new beta build up now, could you please try that and see that works for you?

Thank you, there are no errors now. I also tested my game, the sound is working, problem solved! :slight_smile:

INFO:DLIB: Log server started on port 57773
INFO:ENGINE: Target listening with name: DESKTOP-0DD4PUH - fe80::9f99:6302:77ba:3b45 - Windows
INFO:ENGINE: Engine service started on port 57774
INFO:GRAPHICS: Installed graphics device 'ADAPTER_FAMILY_OPENGL'
INFO:ENGINE: Defold Engine 1.9.6 (c1e7aee)
INFO:ENGINE: Loading data from: build/default
INFO:SOUND: Mix format:
INFO:SOUND:   wFormatTag:       fffe  IEEE_FLOAT/PCM/EXTENSIBLE: 3 / 1 / fffe
INFO:SOUND:   nChannels:        2
INFO:SOUND:   nSamplesPerSec:   48000
INFO:SOUND:   nAvgBytesPerSec:  384000
INFO:SOUND:   nBlockAlign:      8
INFO:SOUND:   wBitsPerSample:   32
INFO:SOUND:   -> Format:        3  IEEE_FLOAT/PCM/EXTENSIBLE: 3 / 1 / fffe
INFO:ENGINE: Initialised sound device 'default'
INFO:DLIB: SSDP: Started on address 172.23.16.1
INFO:DLIB: SSDP: Started on address 172.25.96.1
INFO:DLIB: SSDP: Started on address 192.168.1.208
INFO:DLIB: SSDP: Started on address 192.168.200.1
3 Likes

Added a note about the changes to the render script in regards to camera components:

  • NEW: (#9847) Camera components should have precedence in the default render script (by Jhonnyg)

Essentially this means that if you use camera components in the scene, they will automatically be used instead of whatever has been set via render.set_view and render.set_projection (as well as the various camera modes set by messages). This should simplify the setup needed to render using cameras.

3 Likes

This has been fixed, please update and try again!

1 Like

This warning is new at bfd725e954a1286325ffd8b927bc4e6665b9ef7c, am I missing something?

2024-12-04 09:33:47.621 Defold[1405:25616] +[IMKClient subclass]: chose IMKClient_Modern
2024-12-04 09:33:47.621 Defold[1405:25616] +[IMKInputSession subclass]: chose IMKInputSession_Modern
INFO:DLIB: SSDP: Started on address 192.168.1.2
WARNING:DLIB: Failed to send announce message (-8)