I really like the color of the icons of the light components is matching its color property!
We’re working on manuals and further examples for 1.13.1 ![]()
I really like the color of the icons of the light components is matching its color property!
We’re working on manuals and further examples for 1.13.1 ![]()
Currently working on a feature to bring Rich Text to the core engine:
Aiming for Defold 1.13.2…
I am super excited about this! I can’t wait to try it out in the game I’m working on.
It makes me curious about libraries like Druid though, that ship their own rich text functionality. Will that be necessary anymore?
A little teaser of something fun we’re working on!
A 3D platformer starter kit for Defold, inspired by the lovely one by Kenney.
More soon!![]()
![]()
No, the idea is that this native support will be able to do everything you can do with existing rich text libraries (and more).
Have a look at what @jhonny.goransson and the team is working - one of the most requested by community features - string properties: ![]()
A question related to new rich text builtin feature:
Do you plan to add also a text INPUT component? This is really hard to implement on user side, there is solutions like in Druid text input or others., but all of it is a hard problem to handle.
Will it be a core feature in the roadmap?
A text input that handle all keyboards/selections/copy-paste etc actions..especially for mobiles.
Like a html form text input.
Blockquote
That’s really useful! Thanks!
Fantastic! Now we just need a property that can map to a drop down menu ![]()
This is not something we have planned.
Soon (hopefully two releases away) we’ll introduce a new feature for our fonts, namely being able to use vector graphics to render the fonts. This uses our support for .ttf/.otf fonts.
It allows for very high detailed features of the glyphs, and makes the text more readable. It has many other benefits too, such as you can use different size fonts without taking up extra texture memory (like is required by SDF fonts).
in any case, here’s another sneek peak of the feature being enabled by that: emoji support!
In this example, an emoji font (.ttf) is added to the .font collection, and the font renderer can then find the emojis when displaying the text.
That’s HUGE!
Could this be leveraged also to render in game icons for UI? SVG?
Yes, that’s part of my next research topic, to support .svg for sprites etc
And, later on custom vector shapes.
Ofc, a first cheat would be for users to create their own custom fonts, with icons in them, and use those by displaying text.
The Lua debugger MobDebug has been fully replaced by a native C++ Lua debugger that implements the DAP protocol, meaning it can easily connect to VS Code: defold/engine/debugger/README.md at dev · defold/defold · GitHub
This debugger also has much better performance.
The Defold Editor will also migrate to this new debugger, but it hasn’t been merged yet.
The DAP debugger is already available in 1.14.1 Alpha.
Lovely! Yes, DAP will help integrate the debugger with most external editors.
Check out a new 3D scene view axis gizmo by @JosephFerano
PR (with video): https://github.com/defold/defold/pull/13376
This looks good!
The pull request says Fixes: #8147
Does this means in works with multiple scenes (Collections,GO)?
Does the animation interface have to be hard coded, or is there potential to configure it with editor scripts?