game.project’s values using the Mustache templates to
NEW: (#7555) Apply
game.project’s values using the Mustache templates to
Now, it is possible to use Mustache templates in
pod files as well as it always has been for the main manifest files (depends on a platform:
NEW: (#7538) Upload Defold SDK and reference documentation to GitHub on release This change will upload the defoldsdk.zip and ref-doc.zip to GitHub on every release of Defold.
NEW: (#7463) Add warning when trying to load HTML5 build from local filesystem A common mistake for beginners is to double-click on index.html when attempting to test an HTML5 bundle. This will not work since the browser is unable to load the rest of the files required to run the Defold game. This change adds a warning message and instructions on how to test an HTML5 build locally:
NEW: (#7452) Update Xcode to 14.2 and iOS to 16.1 It is now possible to build for iOS 16.1 and use libs which were built using Xcode 14.2.
NEW: (#7581) Materials for paged atlas support Added sprite and particlefx builtin materials for paged atlas support
FIX: (#7542) Changed default animation playback mode for implicit one-image atlas animations This change makes sure that implicit single image atlas animations use a playback mode of “none”. Previously an editor build set the playback mode to “once forward” while a bundle set it to “none”. This causes problems since “once forward” will generate an “animation_done” message while a playback mode of “none” doesn’t.
FIX: (#7465) Bugfix for using multiple rendertargets in WebGL2 Fixed a regression for multiple rendertargets when running in a WebGL 2 context. We previously checked if the appropriate functions exist to support multiple rendertargets, but in WebGL 2 we can correctly assume that the functions exist since they are part of the baseline specification. We have also added a validation function for WebGL that checks if all the attachments of a rendertarget has the same size, which is a requirement as per the specification.
FIX: (#7540) Make sure to update euler or quaternion rotation before returning it to the user
This fixes an issue when getting the
euler property of a game object in a
go.animate() callback where the value was not updated to the final value at the time when the property was read.
In the case when getting an euler angle using
go.get() and the euler angle has not changed it is first updated from the quaternion value. And in the case when getting a quaternion rotation using
go.get() and the euler angle has changed the quaternion is updated with the value from the euler angle.
FIX: (#7524) Fix threading issue in dmSSLSocket When running the unit tests through Thread Sanitizer, it hightlighted an issue of using a globally held struct (the config). Since the operations are modifying this struct, it is best to make sure the access is limited to one thread at a time.
FIX: (#7527) Improved atlas generation performance Improved atlas layout generation speed for ~75%
FIX: (#7406) Use locale-insensitive conversion from lower to upper case in bob This fixes an issue when using the bob command line tool to bundle a Defold project on an operating system with a locale which is does not have a standard lower to upper case mapping, such as Turkish (where a lower case i becomes İ, ie a capital I with a dot).
FIX: (#7541) Update BasisU 1.16.4 Basis UASTC updated to the latest at the moment, version 1.16.4. It speeds up encoding process (Compression: Normal) for 12-15%.
FIX: (#7550) Fix crash when changing sprite atlas and sprite has an invalid animation Fix crash when set new atlas which has more animations than the old one but without animation with the same name which currently playing.
NEW: (#7539) Add an option to open a project from the editor
Open Project... menu item in the File menu. It will launch another instance of the editor.
NEW: (#7478) Expose “playback rate” and “offset” to sprite component
Now it’s possible to set
playback rate for animation in sprite components itself.
FIX: (#7552) Gracefully handle the deletion of an edited table cell deleting a row with a currently-edited table cell no longers throws an exception.
FIX: (#7547) Show Defold version in window title of main editor window The main editor window title shows the confusing “Defold Editor 2.0” text. This version number has no correlation to the actual Defold version used. This has now been changed to instead show the actual Defold version used, eg “Defold Editor 1.4.5”.
FIX: (#7526) Additional fixes to root-level game object transforms inside referenced collections when building from the editor (Regression introduced by #7504)
FIX: (#7553) Strip brackets from array uniform names during editor shader reflection
FIX: (#7517) Don’t show submenu shortcuts for command options
Previously, sub-menus like
File -> New and
Game Object -> Add Component showed the same shortcut on every option item. This changeset turns this behavior off.
FIX: (#7504) Fixed root-level game object transforms inside referenced collections when building from the editor
FIX: (#7499) Prevent editor exception when key up is pressed in curve editor This prevents an exception from being thrown when manipulating a curve handle using key up in the curve editor.
FIX: (#7501) Use required Accept header when contacting GitLab. This changes fixes an issues when using dependencies hosted on GitLab.
FIX: (#7512) Make the debugger more resilient to unexpected chars
The problem is that somehow, in one of the projects the debugger stack reported by the game included a NEL character in the data. This resulted in regex
(.*) failing, since
. does not match the NEL character:
(re-match #"." "\u0085") => nil (re-match #"." "\u0086") => 
The solution is to make the regex that separates
OK from the EDN data structure only look at the
OK\s+ part of the string and get the remainder using
re-match already does.
Debugger is more resilient to the stack information received from the game when it contains control characters like NEL.
FIX: (#7488) Fix editor freeze after editing certain properties
FIX: (#7470) Improve manual Size Mode handling in the editor