astcenc
for Linux ARM64 (by aglitchman)NEW: (#10081) ‘Update Android SDK to version 35.0.1 and targetSdkVersion to 35’ by AGulev Android SDK updated to the latest stable version 35.0.1
NEW: (#10033) ‘Update XCode to 16.2, MacOS SDK to 15.2, iOS SDK to 18.2’ by AGulev Related https://github.com/defold/defold/issues/10036 Build toolchain updated with:
⚠️ LuaJIT updated to the latest version for compatibility.
NEW: (#9889) ‘Add gamepad mapping for Core (Plus) Wired Controller’ by j-h-a
Add a mapping for the Core (Plus) Wired Controller to builtins/input/default.gamepads
NEW: (#9910) ‘New options for LiveUpdate: specifying a zip archive filename and placing the archive into the bundle folder.’ by AGulev Two new options added into Live Update settings:
NEW: (#9680) ‘Support using structs in uniforms’ 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) ‘Added response.url to http requests and progress callbacks’ by JCash
This allows the developer to get the url back in the callback, using the response.url
variable.
NEW: (#9950) ‘Append raw texture data after protobuf header’ 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) ‘Add astcenc
for Linux ARM64’ 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) ‘Cache only big files such as textures and fonts’ by AGulev It’s 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) ‘Ensure that Bob stops building immediately if any of the build steps fail’ by AGulev Ensure that if the engine build fails, Bob stops building resources and displays the error.
FIX: (#9899) ‘Check if there’s a dynamic texture with the same id before creating it’ 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) ‘Cleanup unused functions from the DMSDK vulkan API’ 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) ‘Add initial dmsdk for WebGPU’ by Jhonnyg Needed for WebGPU support in certain extensions (e.g rive).
FIX: (#9939) ‘GLFW3 support for linux’ by Jhonnyg GLFW has been updated to version 3.4 for Linux (x86_64 and arm64).
FIX: (#9965) ‘Handle cube texture types properly’ by smagnuso WebGPU can now use multi-imaged textures (cube maps and texture arrays).
FIX: (#10047) ‘Fix issue when Liveupdate excluded report is empty’ by AGulev
FIX: (#9969) ‘Added resource.create_sound_data() and writable “sound” property to sound component’ 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) ‘Initialized liveupdate Lua module first, allowing using http/file providers without a bundle’ 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) ‘Improved reverse hash implementation performance’ by JCash
FIX: (#10000) ‘Remove argument to –tc’ 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) ‘Added wasapi support for 2+ channel output devices’ by JCash
FIX: (#10013) ‘Fix windows app icon’ by Jhonnyg Fixed an issue where the application icon on windows wasn’t showing due to a regression after updating to GLFW3.
FIX: (#10017) ‘Fix and add gamepad mappings for “Core (Plus) Wired Controller” and “HORIPAD S”‘ by j-h-a
FIX: (#10069) ‘Fixed issue when the decoded sound sometimes wasn’t mixed into the ouput buffer’ by JCash
FIX: (#10070) ‘Support 1 channel audio contexts on windows’ by JCash
NEW: (#9854) ‘Added the ability to specify custom templates for the project.’ by AGulev
It is now possible to specify custom templates for each project. To do so, create a new folder named templates in the project’s root directory, and add new files named default.*
with the desired extensions, such as /templates/default.gui
or /templates/default.script
. Additionally, if the `` token is used in these files, it will be replaced with the filename specified in the file creation window.
NEW: (#10027) ‘Automatically open the “Select Resource” window when adding a new GUI template node’ by AGulev Simpler template node creation:
NEW: (#10028) ‘Removed Git synchronization functionality from the editor’ by AGulev Git synchronization functionality has been fully removed from the editor. Please use your preferred Git client instead.
NEW: (#10022) ‘Use new texture compression setup in texture profiles view’ 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) ‘Editor: Consolidate connections from host gui scene to template nodes’ by matgis
host.gui
references template.gui
, and they each declare a font named “header”, renaming it inside template.gui
will not change host.gui
, because there “header” refers to its the “header” font inside host.gui
.FIX: (#9926) ‘Editor: Correctly unpack unsigned short indices for models’ by matgis Correctly unpack unsigned short indices when rendering models.
FIX: (#10057) ‘Editor: Fix dataflow issue that caused long sprite save times’ by vlaaad Previously, saving a sprite caused its atlas to be laid out. We don’t do that anymore.