Defold 1.9.7
Summary
- NEW: (#10081) Update Android SDK to version 35.0.1 and targetSdkVersion to 35 (by AGulev)
- NEW: (#10033) Update XCode to 16.2, MacOS SDK to 15.2, iOS SDK to 18.2 (by AGulev)
- NEW: (#9889) Add gamepad mapping for Core (Plus) Wired Controller (by j-h-a)
- NEW: (#9910) New options for LiveUpdate: specifying a zip archive filename and placing the archive into the bundle folder. (by AGulev)
- NEW: (#9680) Support using structs in uniforms (by Jhonnyg)
- NEW: (#9964) Added response.url to http requests and progress callbacks (by JCash)
- NEW: (#9950) Append raw texture data after protobuf header (by Jhonnyg)
-
NEW: (#9979) Add
astcenc
for Linux ARM64 (by aglitchman) - NEW: (#10009) Cache only big files such as textures and fonts (by AGulev)
- NEW: (#10018) Ensure that Bob stops building immediately if any of the build steps fail (by AGulev)
- NEW: (#9854) Added the ability to specify custom templates for the project. (by AGulev)
- NEW: (#10027) Automatically open the âSelect Resourceâ window when adding a new GUI template node (by AGulev)
- NEW: (#10028) Removed Git synchronization functionality from the editor (by AGulev)
- NEW: (#10022) Use new texture compression setup in texture profiles view (by Jhonnyg)
- FIX: (#9899) Check if thereâs a dynamic texture with the same id before creating it (by britzl)
- FIX: (#9909) Cleanup unused functions from the DMSDK vulkan API (by Jhonnyg)
- FIX: (#9951) Add initial dmsdk for WebGPU (by Jhonnyg)
- FIX: (#9939) GLFW3 support for linux (by Jhonnyg)
- FIX: (#9965) Handle cube texture types properly (by smagnuso)
- FIX: (#10047) Fix issue when Liveupdate excluded report is empty (by AGulev)
- FIX: (#9969) Added resource.create_sound_data() and writable âsoundâ property to sound component (by JCash)
- FIX: (#9962) Initialized liveupdate Lua module first, allowing using http/file providers without a bundle (by JCash)
- FIX: (#9922) Improved reverse hash implementation performance (by JCash)
- FIX: (#10000) Remove argument to --tc (by Jhonnyg)
- FIX: (#10008) Added wasapi support for 2+ channel output devices (by JCash)
- FIX: (#10013) Fix windows app icon (by Jhonnyg)
- FIX: (#10017) Fix and add gamepad mappings for âCore (Plus) Wired Controllerâ and âHORIPAD Sâ (by j-h-a)
- FIX: (#9963) Editor: Consolidate connections from host gui scene to template nodes (by matgis)
- FIX: (#9926) Editor: Correctly unpack unsigned short indices for models (by matgis)
- FIX: (#10057) Editor: Fix dataflow issue that caused long sprite save times (by vlaaad)
- FIX: (#10069) Fixed issue when the decoded sound sometimes wasnât mixed into the ouput buffer (by JCash)
- FIX: (#10070) Support 1 channel audio contexts on windows (by JCash)
Engine
NEW: (#10081) âUpdate Android SDK to version 35.0.1 and targetSdkVersion to 35â by AGulev
Android SDK updated to the latest stable version 35.0.1
NEW: (#10033) âUpdate XCode to 16.2, MacOS SDK to 15.2, iOS SDK to 18.2â by AGulev
Related https://github.com/defold/defold/issues/10036
Build toolchain updated with:
- XCode 16.2
- macOS SDK 15.2
- iOS SDK 15.2
LuaJIT updated to the latest version for compatibility.
NEW: (#9889) âAdd gamepad mapping for Core (Plus) Wired Controllerâ by j-h-a
Add a mapping for the Core (Plus) Wired Controller to builtins/input/default.gamepads
NEW: (#9910) âNew options for LiveUpdate: specifying a zip archive filename and placing the archive into the bundle folder.â by AGulev
Two new options added into Live Update settings:
- filename for a zip archive
- and flag if archive should be moved into a bundle folder after bundling
NEW: (#9680) âSupport using structs in uniformsâ by Jhonnyg
Vertex and fragment shaders can now use struct types:
struct CustomParameters
{
vec4 params0;
vec4 params1;
};
struct SceneData
{
vec4 lightPositions[4];
CustomParameters parameters; // some generic parameter, e.g camera position, scene bounding box or whatever.
};
uniform SceneUniforms
{
SceneData scene;
};
uniform ParametersUniform
{
CustomParameters customParameters;
};
void main()
{
for (int i=0; i < 4; i++)
color += calculateLight(scene.lightPositions[i], scene.parameters.params0);
if (customParameters.params0.x > 0)
// do something clever
...
}
Note that there are currently a few limitations on how to use structs in the engine - to read more head over to the <insert-manual-entry-here>
section to read more.
NEW: (#9964) âAdded response.url to http requests and progress callbacksâ by JCash
This allows the developer to get the url back in the callback, using the response.url
variable.
NEW: (#9950) âAppend raw texture data after protobuf headerâ by Jhonnyg
The engine format for textures has been modified so that the data is stored after the protobuf message. This means that no texture unpacking is needed, and no extra buffer is needed to copy the data from the resource file.
NEW: (#9979) âAdd astcenc
for Linux ARM64â by aglitchman
This PR adds astcenc
package build for arm64-linux
. Also modifies the build script, which allows you to successfully build a package for a specific commit from astcenc Git repository.
NEW: (#10009) âCache only big files such as textures and fontsâ by AGulev
Itâs faster to build most small resources than to read them, calculate their hash, and copy/paste them back and forth. However, this rule does not apply to large resources, such as textures and fonts, which take longer to build.
NEW: (#10018) âEnsure that Bob stops building immediately if any of the build steps failâ by AGulev
Ensure that if the engine build fails, Bob stops building resources and displays the error.
FIX: (#9899) âCheck if thereâs a dynamic texture with the same id before creating itâ by britzl
This change fixes a regression with dynamic textures when creating a texture using gui.new_texture()
with the same id as an already created texture. Previously this function returned gui.RESULT_TEXTURE_ALREADY_EXISTS
, but when the dynamic gui textures functionality was unified with the resource system earlier this year this was overlooked.
FIX: (#9909) âCleanup unused functions from the DMSDK vulkan APIâ by Jhonnyg
The vulkan dmSDK has been slimmed down to reduce complexity of the library. If you are by any chance actually using any of these functions or structs, let us know so we can potentially re-add them!
FIX: (#9951) âAdd initial dmsdk for WebGPUâ by Jhonnyg
Needed for WebGPU support in certain extensions (e.g rive).
FIX: (#9939) âGLFW3 support for linuxâ by Jhonnyg
GLFW has been updated to version 3.4 for Linux (x86_64 and arm64).
FIX: (#9965) âHandle cube texture types properlyâ by smagnuso
WebGPU can now use multi-imaged textures (cube maps and texture arrays).
FIX: (#10047) âFix issue when Liveupdate excluded report is emptyâ by AGulev
FIX: (#9969) âAdded resource.create_sound_data() and writable âsoundâ property to sound componentâ by JCash
This is the final step to creating new sounds at runtime.
It is also used to create streaming sounds, if not all sound data is provided all at once.
Short example:
local hash = resource.create_sound_data(relative_path, { data = data, filesize = filesize, partial = true })
go.set("#music", "sound", hash) -- override the previous sound resource
sound.play("#music") -- start the playing
FIX: (#9962) âInitialized liveupdate Lua module first, allowing using http/file providers without a bundleâ by JCash
This feature is good for e.g. streaming sounds over http. (More on that in the 1.9.8 release!)
Since the liveupdate
module now is always present, you can instead check if the game was built using excluded files, using the new function liveupdate.is_built_with_excluded_files()
.
FIX: (#9922) âImproved reverse hash implementation performanceâ by JCash
FIX: (#10000) âRemove argument to --tcâ by Jhonnyg
The --texture-compression
argument in bob no longer requires a secondary flag to indicate wether or not texture compression should be applied according to the projects texture profile settings.
Before:
java -jar bob.jar --texture-compression=true # texture compression enabled
java -jar bob.jar --texture-compression=false # texture compression disabled
After:
java -jar bob.jar --texture-compression # texture compression enabled
java -jar bob.jar # texture compression disabled (argument omitted)
NOTE: bob is backwards compatible, meaning --texture-compression=false will work for the time being, but will likely be removed at a later time. A warning will be raised about the argument, but the feature will still work.
FIX: (#10008) âAdded wasapi support for 2+ channel output devicesâ by JCash
FIX: (#10013) âFix windows app iconâ by Jhonnyg
Fixed an issue where the application icon on windows wasnât showing due to a regression after updating to GLFW3.
FIX: (#10017) âFix and add gamepad mappings for âCore (Plus) Wired Controllerâ and âHORIPAD Sââ by j-h-a
- Fix RSTICK up/down axis index and RPAD_UP button type for Core (Plus) Wired Controller on osx
- add linux mapping for same controller
- add osx and linux mappings for HORIPAD S controller
FIX: (#10069) âFixed issue when the decoded sound sometimes wasnât mixed into the ouput bufferâ by JCash
FIX: (#10070) âSupport 1 channel audio contexts on windowsâ by JCash
Editor
NEW: (#9854) âAdded the ability to specify custom templates for the project.â by AGulev
It is now possible to specify custom templates for each project. To do so, create a new folder named templates in the projectâs root directory, and add new files named default.*
with the desired extensions, such as /templates/default.gui
or /templates/default.script
. Additionally, if the {{NAME}}
token is used in these files, it will be replaced with the filename specified in the file creation window.
NEW: (#10027) âAutomatically open the âSelect Resourceâ window when adding a new GUI template nodeâ by AGulev
Simpler template node creation:
- Automatically open the âSelect Resourceâ window when adding a new GUI template node.
- Use the filename of the GUI resource as the initial node ID.
NEW: (#10028) âRemoved Git synchronization functionality from the editorâ by AGulev
Git synchronization functionality has been fully removed from the editor. Please use your preferred Git client instead.
NEW: (#10022) âUse new texture compression setup in texture profiles viewâ by Jhonnyg
Texture profiles has been rewritten to support the new texture profile format where a texture compressor
and a texture compressor preset
can be selected. This also adds the ability to select ASTC as a compressor from the editor.
FIX: (#9963) âEditor: Consolidate connections from host gui scene to template nodesâ by matgis
- Simplified the editor graph connections between host gui scenes and gui nodes imported from referenced templates. This saves a bit of memory in projects with a large number of gui nodes.
- Nodes imported from template scenes that are assigned to a layer will now correctly use the layer configuration from the host scene when viewed in the editor.
- Renaming a gui resource in a referenced scene will no longer erroneously update references that have been redeclared as a different resource in referencing scenes. I.e, if
host.gui
referencestemplate.gui
, and they each declare a font named âheaderâ, renaming it insidetemplate.gui
will not changehost.gui
, because there âheaderâ refers to its the âheaderâ font insidehost.gui
. - Improved sorting of choice box entries with numbers when referencing gui resources in the Properties View.
FIX: (#9926) âEditor: Correctly unpack unsigned short indices for modelsâ by matgis
Correctly unpack unsigned short indices when rendering models.
FIX: (#10057) âEditor: Fix dataflow issue that caused long sprite save timesâ by vlaaad
Previously, saving a sprite caused its atlas to be laid out. We donât do that anymore.