Client Difference Log
API Changes
Added Property Rect GuiBase2d.ClippedRect {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property bool GuiBase2d.IsNotOccluded {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Rect GuiBase2d.RawRect2D {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property float GuiBase2d.TotalGroupScale {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Enum<AdornCullingMode> HandleAdornment.AdornCullingMode
Added Property Vector2 ScrollingFrame.AbsoluteCanvasSize {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Rect ScrollingFrame.HorizontalBarRect {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Vector2 ScrollingFrame.MaxCanvasPosition {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Rect ScrollingFrame.VerticalBarRect {RobloxScriptSecurity} [Hidden] [ReadOnly] [NotReplicated]
Added Property Color3 Studio."TODO" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."export" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."function" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."local" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."nil" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."self" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio."type" Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio.Bool Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio.Function Name Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio.Method Color [<📁> LoadOnly] [NotReplicated]
Added Property Color3 Studio.Property Color [<📁> LoadOnly] [NotReplicated]
Added Function void ContentProvider:RegisterDefaultSessionKey(string sessionKey)
Added Function void ContentProvider:RegisterSessionEncryptedAsset(Content contentId, string sessionKey)
Added Function void Humanoid:ApplyDescriptionBlocking(Instance humanoidDescription) {RobloxScriptSecurity}
Added Function Dictionary LayerCollector:GetLayoutNodeTree() [Preliminary]
Added Function string NetworkServer:EncryptStringForPlayerId(string toEncrypt, int64 playerId)
Added Function void TextService:SetResolutionScale(float scale) {RobloxScriptSecurity}
Added Enum AdornCullingMode
Added EnumItem AdornCullingMode.Automatic : 0
Added EnumItem AdornCullingMode.Never : 1
Added EnumItem StudioScriptEditorColorCategories.Method : 7
Added EnumItem StudioScriptEditorColorCategories.Property : 8
Added EnumItem StudioScriptEditorColorCategories.Nil : 9
Added EnumItem StudioScriptEditorColorCategories.Bool : 10
Added EnumItem StudioScriptEditorColorCategories.Function : 11
Added EnumItem StudioScriptEditorColorCategories.Local : 12
Added EnumItem StudioScriptEditorColorCategories.Self : 13
Added EnumItem StudioScriptEditorColorCategories.Export : 14
Added EnumItem StudioScriptEditorColorCategories.Type : 15
Added EnumItem StudioScriptEditorColorCategories.FunctionName : 16
Added EnumItem StudioScriptEditorColorCategories.TODO : 17
Added EnumItem StudioStyleGuideColor.ScriptMethod : 99
Added EnumItem StudioStyleGuideColor.ScriptProperty : 100
Added EnumItem StudioStyleGuideColor.ScriptNil : 101
Added EnumItem StudioStyleGuideColor.ScriptBool : 102
Added EnumItem StudioStyleGuideColor.ScriptFunction : 103
Added EnumItem StudioStyleGuideColor.ScriptLocal : 104
Added EnumItem StudioStyleGuideColor.ScriptSelf : 105
Added EnumItem StudioStyleGuideColor.ScriptExport : 106
Added EnumItem StudioStyleGuideColor.ScriptType : 107
Added EnumItem StudioStyleGuideColor.ScriptFunctionName : 108
Added EnumItem StudioStyleGuideColor.ScriptTodo : 109
Added Tag [NotReplicated] to Property Camera.DiagonalFieldOfView
Added Tag [NotReplicated] to Property Camera.MaxAxisFieldOfView
Changed the serialization of Property Camera.DiagonalFieldOfView
from: [<💾|📁> Saves|Loads]
to: [<🕒> RuntimeOnly]
Changed the serialization of Property Camera.MaxAxisFieldOfView
from: [<💾|📁> Saves|Loads]
to: [<🕒> RuntimeOnly]
(Click here for a syntax highlighted version!)
Would this mean we could have the chance and setting(s) to change the syntax or color-code of these certain functions judging by the name of StudioScriptEditorColorCategories
and StudioStyleGuideColor
, and probably with local
and nil
being thrown onto the table?
If not, then what’s the usecase and purpose of StudioScriptEditorColorCategories
being functioned inside Roblox Studio?
Interesting Enum
added to the Engine, any usecase or how’ll it’ll work when used for Adornees if that’s what the function does in the first place?
Somehow, happy birthday @Maximum_ADHD!
Could we also expect to see properties that would allow for the italicizing of function keyword/comments in the future?
(also happy birthday @Maximum_ADHD !)
Wow, another tag!
Although it seems to not be working (it says live, maybe the status is incorrect)? I have the RichText Property on…
(Plus, I find it weird that we need a \
because break doesn’t have a begin-end system, just one tag. At least that’s how it is in conventional HTML.)
Please let me know what I’m doing wrong.
Anyways, this reminds me of an amazing tag to have: the <img>
tag. I know you can already use images, but I don’t like how they’re stuck in exactly the place you specify. What if you want that image to flow with the text? This tag can point to an asset id or URL of the image (what we have right now). In turn, the image will be displayed where the tag is written.
Plus, you can set if the image will wrap the text around it and fill in space around it (with a specified margin) or you can have the image take up separate lines and not fill in space at the sides. This can create more dynamic text-image structures and developers don’t have to worry about overlap or anything of the sort.
Also, here’s a for @Maximum_ADHD!
Did y’all plan this release to be on his birthday?
This is pretty great! Now you can know what you need to do using like a bright color for the TODO color.
@Maximum_ADHD happy birthday also
It’s a part of typed Luau, which I expect will be releasing soon since the syntax seems to work in production, that allows you to export types defined in a ModuleScript. See the ‘Module interactions’ section here for more info.
Oh and, @Maximum_ADHD happy birthday!
Ah that makes sense. It’s a lot like TypeScript then really. I’m glad you linked me there because I’ve been scouring the DevForum for documentation on Luau typings and trying to figure it out based on replies!
This needs to be an entry on the Developer Hub.
It’s only (for now) used for the new property HandleAdornment::AdornCullingMode. When set to “Never” the HandleAdornment will always be rendered even when some geometry is being culled due to insufficient rendering resources.
This is important, because if you’re making plugins for studio, you never want your the interaction handles of your plugin to become invisible, no matter how heavy the rendering load is. The LuaDraggers are the first consumer, but other plugins which use HandleAdornments would also benefit from using it.
It also works ingame, so there may be some creative uses for property there too.
RichText uses XML (not HTML) which means that /'s are necessary for single tags.
You should put /'s in single tags in your HTML too; most modern frameworks (e.g. React) won’t let you get away with it, and for good reason. <br>
or <img>
can be confusing and isn’t “conventional” at all.
Is it intended that TexLabels/TextBoxes with RichText on ignore TextScaled? I noticed that whenever I have TextScaled enabled with RichText the text returns to its TextSize property.
Additionally, I noticed some of the newer fonts appearing higher vertically than others, I’m not sure why that is or if it’s a bug or just the font, but, nonetheless interesting.
Both the TextTruncate
and TextScale
are currently not supported. However, support for both properties with RichText
is on their roadmap for this year according to the original post.
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