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29. January 2018


The Defold game engine just released version 1.2.120.  The two biggest features of this release are support for Android MultiDex as well as the ability to pre-warm particle systems.  If you are interested in learning more about the Defold engine, we have a tutorial series available here.


Details of this release:

  • DEF-2888 - Added: Android MultiDex support for NE.
  • DEF-2373 - Added: Option to pre-warm ParticleFX emitters.
  • DEF-3087 - Added: label.get_text_metrics function for label component.
  • DEF-3086 - Fixed: Memory leak when loading two collectionproxies async that shared resources.
  • DEF-3098 - Fixed: Reenabled render.draw_line and render.draw_text for release builds.
  • DEF-2434 - Fixed: Bug when stopping one ParticleFX component would stop any other PFX on same GO.
  • DEF-3049 - Fixed: LiveUpdate resources could sometimes be invalidated when upgrading an Android app.
  • DEF-3027 - Fixed: LiveUpdate resource header verification.
  • DEF-3062 - Fixed: Bug where Spine rotations did not behave as expected.
  • DEF-3099 - Fixed: Childed GOs to model and Spine bones were delayed one frame.
  • DEF-3091 - Fixed: Added a build error check for Collada files with more than one root bone.
  • DEF-3093 - Fixed: Better error message when bundling and no iOS provisioning profile was specified (Bob.jar).
  • DEF-3073 - Fixed: Added rdynamic and "-Wl,option" support for platforms that support it on NE.
  • DEF-3076 - Fixed: dmBuffer::GetStream doesn’t crash on null arguments anymore.
  • DEF-2540 - Fixed: Performance issue when muting all sounds. (This also fixes the fast forward issue.)
  • DEF-3071 - Fixed: Optimized render update to sort less during each draw call.
  • DEF-3059 - Fixed: User can now set break points in the user render script (and not the builtin one).
  • DEF-3090 - Fixed: Fixed components that previously sent wrong world matrix to shaders. (Spine, Model and ParticleFX).

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