Release Notes for 361

Notes for Release 361

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Client Difference Log

API Changes

Added Class ViewportFrame : GuiObject
	Added Property Class<Camera> ViewportFrame.CurrentCamera

Added Property bool BasePart.Massless
Added Property int BasePart.RootPriority
Added Property int TextBox.CursorPosition

Added Function Class<Instance> LocalizationService:GetTranslatorForPlayerAsync(Class<Instance> player) [Yields]

Added EnumItem StudioStyleGuideColor.Midlight : 82
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image

:eyes: :eyes: :eyes: :eyes: :eyes: :eyes:

I have a quick question regarding this : will particles/trails render inside of viewport frames? E.g. if I was making a shop UI and wanted to have a 3D, animated preview of a particle, would the particle render/animate inside of the viewport frame?

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Capture
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both of these features are gonna be amazing

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Surprised to see it on the release notes this early considering the current state.

With the version on GameTest2 (with a fast flag enabled) as a reference, the following arenā€™t implemented:

  • Neon glow
  • Shading (lighting or ambient occlusion)
  • Anti-aliasing
  • BillboardGui and SurfaceGui rendering
  • Particles
  • Beams? (I didnā€™t test this)
  • Post processing effects? (I didnā€™t test this)
  • Skyboxes? (I didnā€™t test this)
  • Terrain? (I didnā€™t test this)
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Do particles/trails render/animate? And are you able to modify the CFrame of the object to get it to rotate and whatnot?

Forgot to list that. Particles donā€™t render (yet?).

Yes. The current implementation uses the geometry parented to the frame and a CurrentCamera like Workspace. All properties of the Camera object are functional as well.

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Hopefully theyā€™ll add particle+trail support. If they do I can make my shop UI look :ok_hand:

My guess is they will come in time. I plan to release Module3D V6 when ViewportFrames are enabled.

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I know developers will use it for features in their games, but itā€™s also useful for developer tools (e.g. preview your animation from first person while making it, or give a preview of a zombie when I select the zombie object in the explorer, so I know what it is). All of the features you mentioned arenā€™t really necessary for developer tools, so it will be tremendously useful as-is. Iā€™m sure there are plans to expand upon it though.

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Iā€™m so glad that Roblox actually considered massless objects after all, Iā€™m also excited for ViewportFrames but it still sounds fairly limited (in terms of visual quality) so it doesnā€™t seem much more preferable over current methods yet. To note, Iā€™m referring mostly to games that display objects close to the camera, such as in inventory systems. I agree that it will open doors to exciting new game features regardless of how it currently appears.

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A cool plugin idea that I could see someone trying is multiple viewports. You could modify a part of a city and see in real time how it appears from a far-off point. Obviously, it would be for higher-end systems and require a lot of the limitations to be addressed.

The main advantage I can see is performance. Existing methods require moving models for every frame and rendering it. With ViewportGuis, nothing needs to be actively moved, and I would assume some sort of caching of the rendering is done until there is a geometry update. No clue how they will compare in terms of GPU and Memory since I havenā€™t profiled them.

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I can honestly see some really cool stuff being done with the ViewPortFrame, such as a DOOM clone where the ā€œspritesā€ are image labels, and will also make developing Redshift Arenaā€™s customization much easier in my opinion.

As for the weird errors such as lighting not showing or AA not showing, I believe thoseā€™ll be fixed when F.I.B. comes out.

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Added a writable TextBox.CursorPosition property.

Lowest position 0 or 1?

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If this feature ever reaches a point where itā€™s indistinguishable from the main default viewport, maybe it wonā€™t be such a bad idea to convert the default viewport to one of these guis as well, allowing for more control.

ofc I have doubts about backwards-compatibility

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The viewport frame is not only cool but will save me loads of time uploading pictures of all the models I need.

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Is the ViewportFrame not enabled? I was really looking forward to using it :c

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Rest in peace CloneTrooper1019ā€™s 3D Module. Could this also be the fresh sight of Camera-in-Camera-esque APIs or something similar? Iā€™d like to see that.

So can I stop setting my part densities to 0.01 and scream at a few other developers to use this?

:ok_hand:

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Here are a few things I made with the ViewportFrame when I found it.

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That tardis effect reminds me so much of this:
image

Now Iā€™m hoping youā€™ll be able to walk through the viewportframe part, or have a seameless transition from one to another.

I also just realized this opens up the door to actual real-time reflections (as thatā€™s pretty much all reflections are in video games.)

If only surface guis wrapped properly to geometry like Decals. :frowning:

((This could also potentially remove the problem FPS games have had for a log time where weapons would clip through other objects.

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