Client Difference Log
API Changes
Renamed Class "AnalyticsService" to "RbxAnalyticsService"
Added Enum AssetFetchStatus
Added EnumItem AssetFetchStatus.Success : 0
Added EnumItem AssetFetchStatus.Failure : 1
Changed the category of Property MeshPart.RenderFidelity
from: "Behavior"
to: "Appearance"
Changed the category of Property PartOperation.RenderFidelity
from: "Behavior"
to: "Appearance"
Changed the parameters of Function ContentProvider:PreloadAsync
from: (Array contentIdList)
to: (Array contentIdList, Function callbackFunction = nil)
Changed the write permissions and serialization of Property Player.GameplayPaused
from: {✏️None} [<💾> Save-only]
to: {✏️NotAccessibleSecurity} [<💾|📁> Saves & Loads]
Removed Tags [ReadOnly] [NotReplicated] from Property Player.GameplayPaused
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Does this mean that fog is now circular, instead of a flat pane?
Correct!
Changed the parameters of Function ContentProvider:PreloadAsync
from: (Array contentIdList)
to: (Array contentIdList, Function callbackFunction = nil)
Oh, so now we can specify a callback to be ran along with PreloadAsync? Sounds like some neat abilities are upcoming, though I don’t quite know what I’d use that for. Is it ran per instance passed or after everything’s been passed in and downloaded?
Changed all fog computations to use camera distance (range fog).
Circle > Rectangle. Glad to see this change is live now too. I can finally get back to using Lighting fog rather than a part-based workaround.
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