Recent update swapped Deep Orange and Neon Orange brickcolors

I’m not sure if more colors were affected, but today I noticed that everything I had made Deep Orange has changed to Neon Orange.

The attached place has a Deep Orange part in it. If you open it in version 5ea52c00d0af4606 or earlier it’s Deep Orange, but if you open it in the latest version it’s Neon Orange.

EDIT: Just when I thought I could trust attaching rbxls. Here’s a dropbox link instead: https://www.dropbox.com/s/wgvbbrmw7een3uh/BrickColorBug.rbxl?dl=0

The names are backwards anyway. Neon orange is dark.

Shit…

[spoiler]

Now I need to manually fix all of this.[/spoiler]

Run this script in the command bar of your place if you need to switch the colors around:

function rec(x)
   if x:IsA("BasePart") then
      if x.BrickColor == BrickColor.new("Deep orange") then
         x.BrickColor = BrickColor.new("Neon orange")
      elseif x.BrickColor == BrickColor.new("Neon orange") then
         x.BrickColor = BrickColor.new("Deep orange")
      end
   end
   for _,v in pairs(x:GetChildren()) do
      rec(v)
   end
end

rec(game)

Yeah, i used Deep orange for a prisoner team, it also changed spawnLocation colours too if anyone uses them

Tried it, didn’t work for Neon orange parts. Why? There appears to be a bug, comparing “Neon orange” with “Neon orange” returns false (???).

Proof:

Try this instead

function rec(x)
   if x:IsA("BasePart") then
      if x.BrickColor.Name == "Deep orange" then
         x.BrickColor = BrickColor.new("Neon orange")
      elseif x.BrickColor.Name == "Neon orange" then
         x.BrickColor = BrickColor.new("Deep orange")
      end
   end
   for _,v in pairs(x:GetChildren()) do
      rec(v)
   end
end

rec(game)

That works, thank you!

[quote] Shit…

[spoiler]

Now I need to manually fix all of this.[/spoiler] [/quote]

Just right code that checks all the children and if the brick color is neon orange, it changes to something else.

I’ve always thought the same. I don’t mind if this bug is actually them fixing that but I figured I’d point it out anyway in case it wasn’t intended.

There will be a fix for this going out in the next release.

It appears that either the fix didnt work or that anyone who did fix the issue had it broken again by the update