Release Notes for 357

Notes for release 357

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Client Difference Log

API Changes

Added Class StudioService : Instance [NotCreatable] [Service] [NotReplicated]
	Added Property Class<Instance> StudioService.ActiveScript [ReadOnly] [NotReplicated]

Added Property Enum<RenderFidelity> PartOperation.RenderFidelity {✎PluginSecurity}

Added Function Tuple Model:GetBoundingBox()

Added Enum RenderFidelity
	Added EnumItem RenderFidelity.Automatic : 0
	Added EnumItem RenderFidelity.Precise : 1

Added EnumItem ConnectionError.DisconnectIdle : 278
Added EnumItem ConnectionError.PlacelaunchError : 516

Changed the parameters of Function BasePart:SubtractAsync
	from: (DataType<Objects> parts, Enum<CollisionFidelity> collisionfidelity = Default)
	  to: (DataType<Objects> parts, Enum<CollisionFidelity> collisionfidelity = Default, Enum<RenderFidelity> renderFidelity = Automatic)

Changed the parameters of Function BasePart:UnionAsync
	from: (DataType<Objects> parts, Enum<CollisionFidelity> collisionfidelity = Default)
	  to: (DataType<Objects> parts, Enum<CollisionFidelity> collisionfidelity = Default, Enum<RenderFidelity> renderFidelity = Automatic)

Removed EnumItem ConnectionError.PlacelauchError
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Whoot! I can mark my issue as fixed then.image

PS: My bad, didn’t mean to make it a reply.

What is RenderFidelity and what does changing it do? The release note is very nondescript about it.
Is this part of the automatic mesh LOD on the roadmap? If so, why is it only for CSG and not for MeshParts?

i have so many questions

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I think it’s sufficient. Did you see the RDC keynote? There was a slide demoing it.

Maybe they need to tweak it a bit more before releasing for meshes too.

2 levels for new CSG objects

This makes me believe there’s some additional processing necessary to make it happen.


This looks interesting- might have to goof around with this.

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Here are some observations I’ve made of the CSG LOD system so far.

LevelOfDetail

  • It can only apply to newly created Unions.
  • It is optional, and applies when you set the RenderFidelity of a Union to Automatic.
  • The lower poly model is used when the part is roughly 1000 studs away from the Camera.
    (In the GIF above, I reduced the distance to 64 studs so it would be easier to visualize)

Besides the level of detail switching, it can also decompose the geometry of a Union if you try to create a union that would end up with >3000 polygons. This allows for unions with lots of parts to be created without failing, at the cost of losing some detail.


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Our simplifier currently only works for CSG parts because it’s integrated into the CSG system and doesn’t support UVs. We have MeshPart LOD on the roadmap for next year but we weren’t ready and wanted to ship CSG support first.

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Thanks for being very quick to work on the bug Echo and myself reported! This is awesome.

image

Any chance that there’s a relative timeline for this fix? It is very annoying to manually re-position each item I create in my test game so that it can replicate in the full game.

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