Client Difference Log
API Changes
Added Class CustomSoundEffect : SoundEffect [NotCreatable]
Added Property bool Breakpoint.Valid {RobloxScriptSecurity} [Hidden] [ReadOnly]
Added Property bool ImporterMeshSettings.CageUVMatched [ReadOnly]
Added Property bool ImporterMeshSettings.CageUVMatchedPreview
Added Property bool ImporterMeshSettings.UseImportedPivot
Added Property bool MetaBreakpoint.Valid {RobloxScriptSecurity} [Hidden] [ReadOnly]
Added Function string ScriptDocument:GetInternalUri() {RobloxScriptSecurity}
Added Function bool ScriptDocument:IsCommandBar() {RobloxScriptSecurity}
Added Event DebuggerUIService.ExpressionAdded(string expression) {RobloxScriptSecurity}
Added EnumItem ConnectionError.Unknown : 1
Changed the superclass of Class ChannelSelectorSoundEffect
from: "CustomDspSoundEffect"
to: "CustomSoundEffect"
Changed the parameters and return-type of Function ScriptDocument:EditTextAsync
from: (string newText, int startLine, int startCharacter, int endLine, int endCharacter) -> bool
to: (string newText, int startLine, int startCharacter, int endLine = -1, int endCharacter = -1) -> Tuple
Removed Class CustomDspSoundEffect
(Click here for a syntax highlighted version!)
Nice, thank you, engineers!
Added a new method (
RBXScriptSignal/Once
) which behaves similar toRBXScriptSignal/Connect
, but disconnects immediately when a signal occurs to ensure the callback is only invoked once.
Thanks to sleitnick, I’ve been able to use ConnectOnce in my work with his RbxUtil/Signal library which also supports wrapping RBXScriptSignals with the Signal object and therefore simulating the behaviour of what will be RBXScriptSignal:Once. Having it in-engine is great for developers who don’t have deep frameworks or library integration but need that functionality.
Once can replace a lot of cases of using only Wait on the signal which in itself can potentially either hang or produce a memory leak if an unexpected issue arises when waiting on a signal to fire. It can also remove boilerplate of disconnecting an event immediately after the handler is called.
Lots of love for this one.
No longer need to create a variable just to call Disconnect(), amazing update.
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