Really great so far ! I just played with it with @Wsly. We got a crash report for you in return.
Report :
I ungrouped a large model (The lobby) that was in Workspace on my end. Wesley had a lot of parts selected in that model. When I ungrouped it, it caused a crash at Wesleys end. I was still connected to the server and able to continue the session.
Are they any plans that we can start a actually play session in Studio with our collaborators ? I want to play a round of Deathrun in the server if we did all the edits, and then back to studio to tweak again
Oh, also, it looks like I canât drag instances from the âAdvanced Objectâ window into the viewport to create them now â I can only double-click them to insert.
As8D, Semaphorism(ghostleader), and I just found out the hard way that our plugins might not play nicely with each other. All three of us had different plugins that modified the default source of a script, and all three tried to set the source. Itâd be great if there was a way to distinguish who created an instance so we could program our plugins to only affect what we created. For instance, there could be a GetLastEditor method in whatever service that would enable to make sure we only modify our own instances while still being useful in other regards (making default-setting plugins compatible is kind of niche and not worth working on on its own)
@Vorlias There is a know issue that gives that error message if you cloud edit a place that either a) doesnât have a universe or b) is not the root place of the universe, do either of these apply to your place?
@CloneTrooper1019 That sounds cool and Iâd be interested to see it in action. One thing to consider: suppose there are 3 people in the cloud edit, and two of them start collaborating on code. If the third person does a play solo, it would be nice if they used the âlast stableâ version of the source (because the current state of the source, while it is being edited, probably doesnât compile/work properly). Also, if the two collaborators arenât working on the same thing, neither can test until both have put the code back into a compiling state.
If you have the time, it might be neat to also have a source-control like solution where each can work independently, and then when they are ready to commit it performs a 3-way text merge and allows the user to resolve conflicts.
@FromLegoUniverse We agree, we are working on moving all of the important functionality (player list, chat) from core gui to native studio/web GUIs, the top bar will only be there until we have suitable studio replacements for those features.
@EchoReaper Yea CSG is a big kettle of fish that I still need to fry :|. It is going to take a while to work all the kinks out of that (and make sure that CSG operations donât lag the cloud edit session too much)
Thatâs definitely a challenge, Iâll give you that.
Crowd-sourcing isnât my cup of tea, mainly due to the fact that I have no clue what Iâm doing.
Perhaps my focus should be writing an external application that makes use of github to push script changes into the Game Explorer.
As for testing code in real-time with consistent code changes⌠that could be tricky.
Its times like this where I wish Robloxâs code was more specifically class-orientated.