Release Notes for 467

Notes for Release 467

33 Likes

Client Difference Log

API Changes

Added Property float RodConstraint.LimitAngle0
Added Property float RodConstraint.LimitAngle1
Added Property bool RodConstraint.LimitsEnabled

Added Function Tuple SoundService:GetOutputDevice() {RobloxScriptSecurity}
Added Function Tuple SoundService:GetOutputDevices() {RobloxScriptSecurity}
Added Function void SoundService:SetOutputDevice(string name, string guid) {RobloxScriptSecurity}
Added Function Objects UGCValidationService:FetchAssetWithFormat(Content url, string assetFormat) {RobloxScriptSecurity} [Yields]

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Regarding this:

Fixed an issue where the allow or deny Script Injection prompt was shown multiple times for a plugin.

A related issue is when a plugin first request script injection, the request stays in the plugin manager forever even after the plugin is updated to remove the triggering code.

This is like a stain on your plugin and no way to remove it. If updating a plugin may add additional requests to the manager, then it should also remove it when such red flags are removed from the plugin.

3 Likes

The changelogs just redirect to a 404, something gone wrong on your end?

image

EDIT: This issue is on my end, not yours. eee

5 Likes

Seems like the new RunService events still aren’t live, yet the old events such as Heartbeat are still (prematurely?) marked as deprecated.

print(game:GetService('RunService').PostSimulation:Wait()) --> thread hangs

I mentioned this in the last thread and never got an answer as to what’s going on, maybe second time’s the charm?

4 Likes

It’s just an artifact of the way that the code works. We can’t dynamically switch something between Deprecated vs not using a flag, so sometimes the deprecation will be slightly out of sync with the replacement feature.

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Gotcha, thanks for the reply. Any ETA for when the new events will go live?

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The new events are functional on sitetest1 (468) with an FFlag,

image

Obviously wait on the engineers to make sure it works correctly before touching this stuff. It’s likely the FFlag will get flipped on for that version when they’re sure it works. Touching flags can be dangerous if you dont know what you’re doing.

It’s currently set to false, so its likely not intended for developer use yet.
And yes, @tnavarts, any ETA?

1 Like

It’ll be turned on when it gets turned on. There will be an announcement post for it, so don’t worry about missing it.

In valuing stability / backwards compatibility for our developers, if we smell anything potentially broken with something that delays it getting turned on rather than us pressing forwards with the release. That’s part of the reason we generally don’t promise exact dates for stuff.

4 Likes

It’s a little irritating that Intellisense suggests the new events if they’re not active yet. Could this not be switched back to the legacy events until the new ones are live?

3 Likes

Just an update on this: It getting turned on is going to take longer than anticipated so we will be temporarily walking back the deprecation.

10 Likes