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Defold Engine: version 1.14.1 released

Defold has been released in version 1.14.1.

Defold is a free, open-source 2D/3D game engine with its own editor, used to build games for desktop, mobile, web, and consoles.

There are several breaking changes: OpenGL ES 2.0 and WebGL 1 shaders are now opt-in, the “Exclude GLES 2.0” option in game.project is enabled by default. Custom iOS Info.plist files need updating, and render targets without attachments are rejected. New additions include a native Lua debugger (DAP) in the editor, Draco/Meshopt and KTX2 support for glTF, a built-in MP4 video recorder, and runtime vector fonts with emoji support. Particles, sprites, transforms, and models also run faster.

Breaking Changes

  • OpenGL ES 2.0 and WebGL 1 shaders are now opt-in. The “Exclude GLES 2.0” setting in game.project is enabled by default, so projects targeting those platforms must uncheck it.
  • Custom iOS Info.plist files need updates: add the indirect input events key for action.source and update the orientation entries to the new template. The built-in plist is updated automatically.
  • Legacy Spine GUIs need an updated Spine extension, because migration logic moved into the extension.
  • Render targets without attachments are rejected. Dummy render targets need at least one 1x1 attachment.
  • Mixing skinned models with non-skinned materials is now a build error instead of a runtime crash risk.
  • The legacy render-list API (RenderListAlloc(), RenderListSubmit(), RenderListMakeDispatch()) is deprecated and works until the next major release.
  • dmWebServer::AddHandler takes an OpenAPI paths argument for native extensions.

Engine

  • Draco/Meshopt compressed glTF reading and .ktx2 texture support for glTF
  • GLFW2 removed from mobile and web backends, desktop still uses GLFW3
  • action.source on input callbacks to tell mouse, touch, and other sources apart
  • OpenAPI discovery at /openapi.json for runtime debug services
  • Windows graphics backend selectable via the app manifest (OpenGL default, Vulkan, DirectX12)
  • Per-voice gain and pan via sound.set_gain and sound.set_pan with play_id
  • Native Lua DAP debugger for engines (Lua 5.1 and LuaJIT)
  • Runtime vector fonts (Slug) with colored emoji support in Labels and GUI text
  • Native MP4 recording (H.264) via a new recorder Lua module
  • Profiler shows per-resource load timings
  • Persistent render item API in dmSDK
  • Metal GPU trace capture on macOS via the engine service
  • Sprite set_hflip/set_vflip now flip around the atlas pivot
  • iOS: resize events after orientation changes, landscape-only fix on iPhone Duo, configurable Home Indicator modes, and window.get_reserved_areas()
  • Android: gamepad mapping and duplicate-press fixes
  • HTML5: pixel ratio limits, startup stall fix, touch delta fixes, sound exhaustion fix, and heap overflow fix

Editor

  • glTF/GLB files expandable in Assets to browse meshes, materials, and images; new editor.resource_children()
  • Native Lua debugging via DAP replaces MobDebug, with breakpoints before startup scripts
  • Tile source animations accept arbitrary frame lists (for example 1, 3-5, 8, 3)
  • Scene View axis gizmo
  • VRAM reductions when switching between Scene View and code tabs
  • Desktop player windows remember position and size
  • Vector font mode is the default for new .font files, SDF remains available for existing projects
  • Faster texture builds through SIMD backends in Bob
  • Fixes for an editor memory leak, outline expansion state, macOS Dock icons, and missing-DLL launch reporting

Performance

Faster particle vertex generation, game object transforms, models, sprites, GUI buffers, texture processing, and resource loading.

Defold 1.14.1

Source: GitHub, Forum

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