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Update manuals for Defold 1.13.2 behavior - #681

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AGulev merged 5 commits into
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docs/1.13.2-migration
Sep 11, 2026
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AGulev merged 5 commits into
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docs/1.13.2-migration

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@AGulev

@AGulev AGulev commented Sep 11, 2026

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Several manuals still describe behavior or configuration superseded by Defold 1.13.2. Update the affected English guidance and examples to match the current editor and runtime APIs.

Technical changes

  • Replace ProGuard configuration with R8 keep rules, including the built-in rule file, custom-file replacement behavior, and the unshrunk D8 path.
  • Add string script properties and migrate label examples to the immediate text property, explaining the deprecated setters and getters.
  • Document the Model component's Scene/Mesh selection and local-coordinate behavior.
  • Add the editor workflow for Hull and Mesh collision shapes while preserving legacy convex-shape instructions and clarifying runtime resizing limits.
  • Scope the existing joint instructions to 2D and link the Bullet3D constraint API.
  • Extend runtime-font and font-collection guidance to OpenType/CFF fonts.
  • Point the Unity comparison to built-in rich text.
  • Document the archive-origin and WebAssembly architecture tokens used by HTML templates.

The Bullet3D links use the beta reference because these pages are not yet available in the stable reference.

Validation

  • Full repository frontmatter validation and git diff --check passed.
  • No new broken local documentation links or fragments in the 16 changed manuals.
  • Lua syntax checked for all seven added or modified examples.
  • The proposed release-note snippet below matched the beta built-in template in five archive/architecture configurations.
  • Changes checked against the 1.13.2 beta implementation at be31a20289817d06f568449dbc1463e2d000eaaf.

Based on the Defold 1.13.2 beta release notes.

Proposed addition to the Defold 1.13.2 release notes

Updating a custom HTML template for Defold 1.13.2

Defold 1.13.2 adds browser resource hints to builtins/manifests/web/engine_template.html to start loading the archive manifest and engine files earlier. If your project uses a custom HTML template, compare it with the built-in template from the new editor and merge the preload and preconnect sections into its <head>, after the required opening meta tags:

{{#DEFOLD_HAS_ARCHIVE_ORIGIN}}
<link rel="preconnect" href="{{DEFOLD_ARCHIVE_ORIGIN}}" crossorigin>
{{/DEFOLD_HAS_ARCHIVE_ORIGIN}}

<link rel="preload" as="fetch" crossorigin href="{{DEFOLD_ARCHIVE_LOCATION_PREFIX}}/archive_files.json{{DEFOLD_ARCHIVE_LOCATION_SUFFIX}}">

{{#DEFOLD_HAS_WASM_ENGINE}}
{{^DEFOLD_HAS_WASM_PTHREAD_ENGINE}}
<link rel="preload" as="fetch" crossorigin href="{{exe-name}}_wasm.js">
<link rel="preload" as="fetch" crossorigin href="{{exe-name}}.wasm">
{{/DEFOLD_HAS_WASM_PTHREAD_ENGINE}}
{{/DEFOLD_HAS_WASM_ENGINE}}

The archive manifest URL must match the URL requested by the loader, including the archive prefix and suffix. If you override CUSTOM_PARAMETERS.archive_location_filter, update the preload URL to match or omit that hint. Keep as="fetch" and crossorigin on the preload hints so the browser can reuse the responses.

Keep the conditions around the engine hints: they preload the regular WebAssembly engine only when the threaded engine is absent. When both architectures are bundled, the loader selects an engine at runtime; preloading one unconditionally could download a variant that will not be used.

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📝 Code Review Completed 2026-09-11T09:09:34.008104Z 4e88780 PR opened
🔒 Security Review Completed 2026-09-11T09:10:25.084440Z 4e88780 PR opened
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💡 Codex Review

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Reviewed commit: 4e8878018c

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::: sidenote
Starting with Defold 1.13.0, Defold preserves the positions and transforms from the imported glTF file and does not automatically re-center the model during import. The editor preview and runtime use the imported transforms consistently: skinned or bone-parented meshes preserve their local, skeleton-relative transforms, while rigid meshes retain their flattened world placement.

Since Defold 1.13.2, a [Model component](/manuals/model/#model-properties) can select a single named mesh from the imported scene. Leaving its *Mesh* field empty uses the whole scene and preserves the transforms described above. Selecting a mesh uses its local geometry without the glTF node transforms, so place it using the model component or game object's transform.

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P2 Badge Update the import steps to use Scene

For Defold 1.13.2 users, the workflow immediately below still instructs them to assign the .gltf/.glb file to Mesh and says the skeleton file is commonly the same file used for Mesh (lines 39–40). The newly documented editor instead expects that file in Scene, while Mesh is now only the optional named-mesh selector, so following the procedure is no longer possible as written; update those steps to refer to Scene.

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Comment thread docs/en/manuals/html5.md Outdated
Comment thread docs/en/manuals/physics-joints.md Outdated
@AGulev
AGulev requested a review from britzl September 11, 2026 09:55
Comment thread docs/en/manuals/html5.md Outdated
@AGulev AGulev changed the title Update manuals for Defold 1.13.2 behavior and migration Update manuals for Defold 1.13.2 behavior Sep 11, 2026

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@AGulev
AGulev merged commit e0336f0 into master Sep 11, 2026
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@AGulev
AGulev deleted the docs/1.13.2-migration branch September 11, 2026 11:23
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