Looks like I can’t age verify with my ID, gotta wait for support. In the meantime I’ll work on the new docs i guess…
v0.1.6
Added
- Color3u8 DataType that uses only 3 bytes instead of the usual 24 bytes for Color3
TaskCoordinator:Destroy
v0.2.1
Added
- Color3b16 data type that compresses the Color3 to just 2 bytes
Fixed
- Connections not inserted to the connections pool
v0.2.3
Fixed
- Color3b16 not in the DataType
- Vector3i16 occupying 8 bytes while it should be 6 bytes
Also added a DataTypes section in the API Reference Docs
Updated the docs to have f32 and f64 (since I forgor), along with some other typo fixes
Also added a tips section on how to improve performance further
v1.0.2
Changed
- Color3 data type to use u8 by default instead of f64
Removed
- Color3u8 data type
Fixed
- Recursively calling itself when deserializing buffer data type (for some reason my tests didn’t catch this)
v1.0.5
Performance Improvements
- Use bindable events instead of PreSimulation polling (150% increase in Immediate Signal Behavior)
- Send threadCount and batchSize directly instead of storing them in a buffer, minimal impact
Changed
-
useMergedBuffer
parameter toreturnMergedBuffer
for clarity
v1.1.0-rc.1
Added
-
cframef32
andcframe18
for 24 bytes and 18 bytes datatype alternatives tocframe
respectively
I forgot to send this earlier
v2.0.0
This is a major version bump from the previous one due to the bug that was affecting existing behavior after 1.0.2 (API remains the same)
This version fixes a bug that was effectively breaking non-primitives (vector3, cframe, etc)
Fixed
-
cursor
andwriteValue
parameter mismatch internally - Bindable not getting destroyed upon
:Destroy
Transitioning to Maintenance
Parallel Luau was a solid addition for boosting native computation through multi-threading. However, Roblox’s philosophy as a “simulation engine” prioritizes determinism and consistency; whereas, parallelism opposes that by introducing complexities such as nondeterminism, race conditions, and/or replication issues. The limitations and overhead in Parallel Luau effectively often outweigh the benefits for most use cases.
With that being said, Parallelizer is now moving into the Maintenance Phase. It will remain supported with bug fixes, but will no longer be receiving further feature additions until further notice regarding parallelism in Roblox.
I’m not quite sure what you’re trying to say. If it’s about doing parallel luau for networking, I don’t see why would you do that? It’s not an intense workload and the overhead would easily topple the performance