Release Notes for 548

Notes for Release 548


Client Difference Log

API Changes

Added Property string DataStoreKeyPages.Cursor [ReadOnly]
Added Property string DataStoreListingPages.Cursor [ReadOnly]
Added Property CFrame IKControl.AlignmentOffset
Added Property Instance IKControl.Pole
Added Property Enum.ModelStreamingMode Model.ModelStreamingMode
Added Property bool Studio.File > New creates a place with Team Create off

Added Function void DebuggerUIService:SetCurrentFrameId(int debuggerThreadId, int debuggerFrameId) {RobloxScriptSecurity}
Added Function void Fire:FastForward(int numFrames) {RobloxScriptSecurity}
Added Function Dictionary IXPService:GetRegisteredUserLayersToStatus() {LocalUserSecurity}
Added Function void Smoke:FastForward(int numFrames) {RobloxScriptSecurity}
Added Function void Sparkles:FastForward(int numFrames) {RobloxScriptSecurity}
Added Function void TeamCreateService:SendUnarchiveUniverseAsync(int64 universeId) {RobloxScriptSecurity}
Added Function Tuple UGCValidationService:ValidateCageMeshIntersection(string innerCageMeshId, string outerCageMeshId, string refMeshId) {RobloxScriptSecurity} [Yields]
Added Function Tuple UGCValidationService:ValidateCageNonManifoldAndHoles(string meshId) {RobloxScriptSecurity} [Yields]
Added Function bool UGCValidationService:ValidateFullBodyCageDeletion(string meshId) {RobloxScriptSecurity} [Yields]
Added Function bool UGCValidationService:ValidateMisMatchUV(string innerCageMeshId, string outerCageMeshId) {RobloxScriptSecurity} [Yields]
Added Function bool UGCValidationService:ValidateOverlappingVertices(string meshId) {RobloxScriptSecurity} [Yields]
Added Function bool VRService:IsMaquettes() {RobloxScriptSecurity}
Added Function bool VRService:IsVRAppBuild() {RobloxScriptSecurity}

Added Event Workspace.PersistentLoaded(Player player)

Added Enum ModelStreamingMode
	Added EnumItem ModelStreamingMode.Default : 0
	Added EnumItem ModelStreamingMode.Atomic : 1

Added EnumItem CoreGuiType.SelfView : 6
Added EnumItem StreamingIntegrityMode.PauseOutsideLoadedArea : 3

Added Tag [Deprecated] to Enum StreamingPauseMode
	Added Tag [Deprecated] to EnumItem StreamingPauseMode.Default
	Added Tag [Deprecated] to EnumItem StreamingPauseMode.Disabled
	Added Tag [Deprecated] to EnumItem StreamingPauseMode.ClientPhysicsPause

Changed the parameters of Function DataStore:ListKeysAsync 
	from: (string prefix = "", int pageSize = 0)
	  to: (string prefix = "", int pageSize = 0, string cursor = "")

Changed the parameters of Function DataStoreService:ListDataStoresAsync 
	from: (string prefix = "", int pageSize = 0)
	  to: (string prefix = "", int pageSize = 0, string cursor = "")

Changed the parameters of Event RunService.PostSimulation 
	from: (double deltaTime)
	  to: (double deltaTimeSim)

Changed the parameters of Event RunService.PreAnimation 
	from: (double deltaTime)
	  to: (double deltaTimeSim)

Changed the parameters of Event RunService.PreRender 
	from: (double deltaTime)
	  to: (double deltaTimeRender)

Changed the parameters of Event RunService.PreSimulation 
	from: (double deltaTime)
	  to: (double deltaTimeSim)

Removed Property Workspace.StreamingPauseMode

Removed Function UGCValidationService:validateCageMeshIntersection
Removed Function UGCValidationService:validateCageNonManifoldAndHoles
Removed Function UGCValidationService:validateFullBodyCageDeletion
Removed Function UGCValidationService:validateMisMatchUV
Removed Function UGCValidationService:validateOverlappingVertices

(Click here for a syntax highlighted version!)



Although I don’t currently unhide hidden instances, this bothered me whenever I did. I’m glad to see that their naming conventions have been fixed up to say what they actually are instead of Instance.

Finally returning to the new RunService events huh? Nice to see they haven’t been abandoned!

Reference for anyone else who might not know what these are, they’re essentially better names for the current frame step events that accurately describe when they tick:

RenderStepped → PreRender
Stepped → PreSimulation
Heartbeat → PostSimulation

PreAnimation is a new frame step that happens after PreRender and before PreSimulation.


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