Client Difference Log
API Changes
Added Property Vector2 UIGridLayout.AbsoluteCellCount [<💾> Save-only] [ReadOnly] [NotReplicated]
Added Property Vector2 UIGridLayout.AbsoluteCellSize [<💾> Save-only] [ReadOnly] [NotReplicated]
Added Function void Camera:SetImageServerView(CFrame modelCoord) {RobloxScriptSecurity}
Added Function int ContentProvider:CalculateNumTrianglesInMesh(string meshId) {RobloxScriptSecurity} [Yields]
Added Function Objects DataModel:InsertObjectsAndJoinIfLegacyAsync(Content url) {RobloxScriptSecurity} [Yields]
Added Function bool MarketplaceService:IsPlayerSubscribed(Instance player, int64 subscriptionId) [Yields]
Added Function Dictionary StudioService:GetResourceByCategory(string category) {RobloxScriptSecurity}
Added Function void StudioService:PublishAs(int64 universeId, int64 placeId) {RobloxScriptSecurity}
Added Function void StudioService:emitPlacePublishedSignal() {RobloxScriptSecurity}
Added Event DraftsService.UpdateStatusChanged(Instance script, Enum<DraftStatusCode> status) {RobloxScriptSecurity}
Added Event StudioService.GamePublishedToRoblox() {RobloxScriptSecurity}
Added Event StudioService.OnOpenConvertToPackagePlugin() {RobloxScriptSecurity}
Added Event StudioService.OnOpenManagePackagePlugin(int64 userId, int64 assetId) {RobloxScriptSecurity}
Changed the parameters of Function DraftsService:CommitEdits
from: (Array scriptGuids)
to: (Objects scripts)
Changed the parameters of Function DraftsService:DiscardEdits
from: (Array scriptGuids)
to: (Objects scripts)
Changed the parameters of Function DraftsService:OpenDrafts
from: (Array scriptGuids)
to: (Objects scripts)
Changed the parameters of Function DraftsService:ShowDiffsAgainstBase
from: (Array scriptGuids)
to: (Objects scripts)
Changed the parameters of Function DraftsService:ShowDiffsAgainstServer
from: (Array scriptGuids)
to: (Objects scripts)
Changed the parameters of Event DraftsService.CommitStatusChanged
from: (string scriptGuid, int commitStatus)
to: (Instance script, Enum<DraftStatusCode> status)
Changed the parameters of Event DraftsService.DraftAdded
from: (string scriptGuid, Instance script)
to: (Instance script)
Changed the parameters of Event DraftsService.DraftDeleted
from: (string scriptGuid)
to: (Instance script)
Changed the parameters of Event DraftsService.EditorsListChanged
from: (string scriptGuid)
to: (Instance script)
Changed the parameters of Event DraftsService.ScriptDeleted
from: (string scriptGuid)
to: (Instance script)
Changed the parameters of Event DraftsService.ScriptServerVersionChanged
from: (string scriptGuid)
to: (Instance script)
Changed the parameters and return-type of Function DraftsService:GetEditors
from: (string scriptGuid) Array
to: (Instance script) Objects
Changed the parameters and return-type of Function DraftsService:UpdateToLatestVersion
from: (Array scriptGuids) Dictionary
to: (Objects scripts) void
Changed the return-type of Function DraftsService:GetDrafts
from: Dictionary
to: Objects
Removed Property Workspace.AutoJointsMode
Removed Function MarketplaceService:GetSubscriptionStatus
Removed Enum AutoJointsMode
Removed EnumItem AutoJointsMode.Default
Removed EnumItem AutoJointsMode.Explicit
Removed EnumItem AutoJointsMode.LegacyImplicit
(Click here for a syntax highlighted version!)
Removed
Workspace.AutoJointsMode
andAutoJointsMode
.
What did these do? I’ve never used them before, and it looks like their dev hub pages are gone.
Joints used to be removed (and sometimes created) automatically. A few months ago Roblox decided to not do this anymore, and said that ‘Explicit’ joints are the future. This means you have to make and delete all joints by hand now, unless you enable auto joints mode in studio, which will create surface joints for you automatically.
This is incorrect. It just changes is how automatic joints are stored. Previously all automatically created joints would be stored in the JointsService, but now they are stored directly in the parts associated with the joint. Joints can still be created automatically in Roblox Studio, as well as the Model’s MakeJoints() function.
Ahh bad wording. I do still think I covered some stuff you haven’t though! I had to go fix some of my old games because they relied on joints auto destroying when the Part0/Part1 were nil.
Makes sense. The joint objects should ideally be stored inside of parts associated with the joints so they get destroyed with the part.
Which creates further unpredictable behaviour, because the destruction is dependant on which of the parts get destroyed.
I’m curious about this.
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