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Copy file name to clipboardExpand all lines: _posts/2026-06-22-Defold-1-13-0.md
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@@ -43,9 +43,11 @@ One of the most important additions in Defold 1.13.0 is support for morph target
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[Morph targets](/manuals/model-animation/#morph-targets) allow a model to be smoothly deformed by blending between different shapes of the same mesh. In practice, this means that a model can keep the same structure while changing expression, proportions, or visual state without switching to a different mesh. This is especially important for facial animation, character expressions, mouth shapes in dialogue animation, transformations, damage reactions, mutation effects, stylized deformations, and any case where skeletal animation alone does not provide enough control over the surface of the model.
_Control Morph Targets (Blend Shapes) of your 3D glTF models in Defold 1.13.0_
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For developers building 3D games in Defold, this means more expressive characters and a more flexible asset pipeline. Models prepared in 3D modeling tools can now bring not only [skeletal animation data](/manuals/model-animation/) into the engine, but also mesh deformation data. Developers can then control morph target weights through [materials](/manuals/material/) and shaders, creating smooth transitions between different model states.
_Animation and manual control of weights in Defold with the [Aria Blake model](https://www.cgtrader.com/free-3d-models/character/woman/aria-blake-game-ready)_
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Morph targets are also useful beyond facial animation. They can be used for gameplay-driven changes in an object's state: for example, an enemy can swell before attacking, a character can gradually transform into another form, an object can squash after impact, or an environmental element can change shape in response to interaction. These effects do not require separate models or a complex bone setup if they are better represented through simple shape blending.
_Morph targets animation in Defold with [Shewolf model by Polygon Artisan](https://sketchfab.com/3d-models/shewolf-3195fa568c974a4f836fdc9c7abbe631)_
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Defold 1.13.0 significantly expands the scripting API for the [Box2D physics engine](/ref/stable/b2d-lua/), both for V2, the legacy Defold version, and V3. The most important change is broad support for [joints](/manuals/physics-joints/), but the release also includes new Box2D functionality in general.
_You can now tune many parameters and properties from script - check [the example](https://defold.com/examples/physics/box2d_material_tuning/)_
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From Lua, developers can now create and control different types of physical connections. Depending on the backend used, V2 or V3, this includes distance, revolute, prismatic, weld, wheel, mouse, rope, pulley, gear, motor, and filter joints. The API also allows scripts to read connected bodies, local and world anchor points, reaction forces, torque, limits, speeds, angles, lengths, spring parameters, and motor settings.
Bridges, hinges, ropes, mechanisms, vehicles, moving platforms, cursor-based object grabbing, springs, pendulums, levers, physics puzzles, and dynamically generated structures can now be built directly in game scripts. The logic remains in Lua, without the need to create native extensions just to access core Box2D functionality.
Access to fixtures and shapes has also been expanded. Scripts can read and change density, friction, restitution, sensors, filter data, and AABB. They can check shape types, test points, and manage shapes or fixtures attached to a body. In practice, this gives more control over object behavior at runtime: an object can change its physical properties after collecting a power-up, an enemy can become a sensor in a specific state, and a dynamic level element can modify its collision filter without rebuilding the entire scene.
_Control damping and frequency using mouse joints - check [the example](https://defold.com/examples/physics/box2d_mouse_joint/)_
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New `material` and `compute` script modules have been added to the engine. They allow Lua code to read and modify selected data from [material](/manuals/material/) and [compute](/manuals/compute/) resources.
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For materials, scripts can work with constants, samplers, textures, and vertex attributes. For compute resources, access is available for constants, samplers, and textures. This gives developers more control over resources used by rendering and visual effects.
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This change is important for projects with custom [render scripts](/manuals/render/), debug tools, material editors, procedural effects, and systems that adjust shader parameters at runtime. Materials and compute resources no longer have to be treated only as static configuration prepared before the game starts. They can be inspected and updated by game code or tools.
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## Summary
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Defold 1.13.0 is available now. It cleans up and develops the engine in several concrete aspects. We believe these changes and the direction Defold is taking are good for the engine in the long term, and we hope you'll make good use of the new feature to create great games!
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Defold 1.13.0 is available now. It cleans up and develops the engine in several concrete aspects. We believe these changes and the direction Defold is taking are good for the engine in the long term, and we hope you'll make good use of the new feature to create great games!
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