I’ve seen a common issue where people were having super slow sourcemap generations or crashes because of their games having a very big amount of Keyframe instances (generated by the Animation Editor). The new release adds a feature that lets you ignore you certain Instance types:
By default, the option it’s set to ignore all KeyframeSequence instances and descendants. Maybe this can fix your problem? Let me know!
This release notably migrates the serialization format from Azul’s own solution to the community standard rbx-dom-lua. While "packVersion": 1 remains supported, it is heavily encouraged to re-run azul pack on your projects to take advantage of the new format.
Migrating to this standard format opens the door for many new exciting features, like generating Rojo Project files (#69), .rbxm building (#27) & more!
Daemon
Migrates serialization logic to rbx-dom-lua (resolves #65)
Updates packVersion to 2
Rojo Compatibility:
Fixes ignoreGlobPaths pattern matching
Dedupes Rojo instances by path so class conflicts collapse
Adds Rojo Ref handling
Removes conversion of rbx-dom → Azul format, as they now speak the same format
Pack: Includes scripts when running pack as opposed to only editing the sourcemap (#73)
Plugin
Migrates serialization logic to rbx-dom-lua
Fixes Websocket URL being hardcoded to ws://localhost:8080 instead of pulling from Config
Removes the need for an explicit ws:// protocol prefix for the Websocket URL, however, a protocol can still be prepended if needed (i.e. ws://, wss://..)
Tried setting up Azul but it seems to send the intial snapshot and then just freeze, it seems to be because of a certain directory ( I haven’t narrowed it down yet other than in my RS) but yea not sure why its being a problem unless azul isn’t mean for larger games?
Can you share more? How does it get stuck exactly? Logs?
Unless I’m mistaken and this isn’t what I think it is, this issue should be fixed in the next release and speed up initial snapshot processing significantly.
This minor release notably adds Solo playtest output streaming, letting you see your Studio console output directly in the Daemon terminal. It also brings a new notification system to the plugin, reminding you to sync Places you’ve synced before, and a few QOL improvements.
Output from Studio is relayed to the Daemon terminal during a Solo playtest.
Warnings & errors keep their colors, and recognized stack trace locations are mapped to your synced files so you can Ctrl+Click on them.
Rejects additional Studio connections while a session is already syncing with the Daemon. Previously, a second Studio session would take over and overwrite the first one’s files. (fixes #74)
Performance: File path collision checks now use a O(1) lookup map instead of scanning every tracked file.
Fix: build, push & pack now wait for the WebSocket server to fully close before exiting.
There wasn’t any logs for problems It would simply send the initial snapshot and take forever (never actually did it but I assume it either crashed or was taking super Long to set up syncing). Though I just tried with the new update 2.3.0 and it works good now thank you.
Found a bug when Building. I packed a file and then built to a empty studio not sure if its the only problem but it was the most apparent being that for some reason all the lighting values got enabled even though in the source map itself its bool values are set to false. Like every single lighting value was just enabled in the new studio that received the build.
– Randomly saw this might be related?
02:17:19.221 [Azul]: Error applying build snapshot: The current thread cannot set ‘Character’s name’ (lacking capability WritePlayer) (x2) - Edit
Your issue has been addressed should be fixed in the next release. (Apologies for pointing at rbx-dom-lua, since the issue came from my implementation and not theirs.)