I patched that bug. It’s due to the OnlySelectInWorkspace bad behaviour I forgot to condition, and also because I forgot to check if the part’s parent is nil. This should be fixed in v3.1.0. Sorry for the inconvenience.
I have a fix for this you can find here:
It’s true that there’s still a lot of cases that use old methods such as pairs and ipairs I promised to fix in the next update. (ipairs can be replaced with for i = 1, #table do table[i] … that’s faster)
Like, with the marketplace tool? I have to agree this tool is extremely compact (and is my first tool ever, so no miracle).
Like in Let’s Party Infinite (which seems pretty accurate since you have a LPI game)? You can also simply add a script that requires the selection module and that triggers a sound when Selection.Changed is fired. A bit like this:
local Tool = [BTOOLSLOCATIONHERE]
local Core = Tool.Core
local SelectionModule = require(Core.Selection)
local Sound = [SOUNDLOCATIONHERE]
SelectionModule.Changed:Connect(function()
Sound:Play()
end)
That should be working if I’m not wrong, and you can pass yourself from modding.
Thanks for your suggestions by the way! I think I should maybe release a bridge update since those bugs are quite critical.
It’s cool to see someone know what LPI Is ngl meanwhile I had a builder friend try the f3x and he found a ton of issues and it would for some reason falsely kick him as well I am also curious if you would add console support as I have a few friends complaining that its buggy whenever they try using the move, resize, and rotate tool aka the handles would just dislocate from it and they would love console support ofc for it
I know those can be extremely buggy. I am really doing my very best to fix everything right now. It is good to mention that the Fork3X were used to be specific to a game on which I made the building tools, and that I was sure since the start it wouldn’t be 100% perfect out of the box.
The v3.1.0 will include many patches concerning my old yet very clunky methods, and I now mentioned that this is a beta product and that it still mustn’t be used as a complete replacement to the F3X building tools. I can try to explain each scenario’s cause:
This kick is, like I explained before, due to
This one is rather simply to explain: the system checks if your part is too small or too big, and F3X forgot to change the cap from 0.05 to 0.001. I will also fix this in v3.1.0
Yes! This is also an issue I realized with my method concerning attachments. Before, both moving and resizing handles would stack, and with some very barebones changes, seems to appear alone. I have also been trying to fix it, but forgot there’s still a shenanigan to reproduce it.
I understand completely the cause of the issues. I have to remind, but compared to the F3X team, I don’t have a team. I am alone and cannot double check my code, hence why some things like here can happen. Thanks for letting me know! And, could you tell your friend I am 100% aware of the cause of those bugs? Thank you.
Also, to any other person who experiences bugs, all my apologies if v3.0.2 was very buggy. I can promise v3.1.0 will get most bugs fixed.
An urgent patch update (v3.0.3) has been released!
As you may know, the v3.0.2 was extremely buggy, and I was pretty worried about this fact. So I fixed most things that bothered more than one person, making the building tools safer to use, mostly with the fix of blank history steps and false forbidden parts kicks.
Here’s what’s new:
Fixed a bug where redoing could kick the player for “modifying forbidden objects”.
Removed the 0.05 studs handle size for good.
Handles in global mode should appear instantly.
Rotating shouldn’t have Y and Z inverted.
Added profiles: create your own themes that can be changed.
Fixed ghost handles after selecting an attachment with the resize tool. (thank you @Mertired for reporting the bugs above)
Added support for material variants. If you want to add previews, check this message. (thank you @xNick25)
Added a 2000 parts/s limit for rectangle selecting to prevent crashes. (thanks @Frostilism)
You can now toggle whether you want to scale meshes while resizing.
There are probably way more things, but those are the essential patches that make the Fork3X useable. Thanks for your patience, and please report me anything that seems like a bug or that is a bug.
I don’t think so, this project is supposed to fork from and patch F3X’s problems and add new features, not completely revamp F3X to a building GUI. You can maybe request them to make an UI only version of this though if you want