Grass flickering when editing terrain has been quite the annoyance, glad to see it on the list of fixes.
There are a few questions I have for the new updates.
What are these new states for? Can and cannot be interacted by the user just seems like the Active
property.
Iâm not sure how it could be more ârandomâ. Iâm suspecting something related to consecutively receiving the same brick color, but I may be wrong.
It is fairly similar to the Active property. One might say itâs a property that works how Active should have been made to work in the first place (among other things it cascades, so Interactable = false on Frame will make all the descendants non-interactable too).
This particular note is interesting, wouldnât the interaction depend on the meshâs collision shape? The ultimate improvement would be optimizing the meshes themselves, how exactly does improving the performance of the midphase provide benefits to the physics?
Robloxâs Japanese input method was really annoying. Itâs definitely have a good fix for Japanese users!
If I am understanding this correctly, does this mean we can do this:
game:Workspace:Part:Touched:Connect(function()
end)
I think it means when you do something like this:
local house = workspace
:WaitForChild("FolderWithVeryLongName")
.ModelsFolder
.BuildingModels
.House
Itâll properly indent when you press enter (which currently doesnât happen), like this:
local house = workspace
:WaitForChild("FolderWithVeryLongName")
.ModelsFolder
.BuildingModels
.House
Will this solve the problem of clicks going thru frames? My biggest issue with Robloxâs UI, and the best solution rn is to use buttons as a background so clicking dont go thru visible UI
Would be great to have a âSinkInputâ state or something
I should not be able to click the open overlay button when its underneath visible UI
Iâve faced similar issues.
A âsolutionâ could be to disable the âActiveâ property on the button behind it on your end. (Thatâs if youâre using .Activated
for detecting input.)
Maybe also disabling the âSelectableâ property or just toggling the âVisibleâ property.
Is there a way to turn off the indenting of operators? I may have misinterpreted, so tell me if I did, but I donât want my code to look like this:
game : GetService('MarketPlaceService')
Donât worry, it means when you make a new line between something and an index of it. For example, before the update, pressing enter immediately after workspace in this: print(workspace.Parent)
would result in this:
print(workspace
.Parent)
Now, it does this:
print(workspace
.Parent)
It wonât place spaces between something like game:GetService()
(unless you specifically make a newline, where itâll do the indentation I just explained, not like âgame : GetService()
â).
Collision shapes only affect narrowphase, which is what we call the system for âgiven a potentially intersecting pair of objects, figure out if weâre really intersecting, and find the contact points/normals.â
This optimization is for a different system, midphase - This is the thing that finds those potentially intersecting pairs of objects. Itâs an approximation, so it doesnât care about the exact shape, only bounding volumes such as boxes and spheres.
The midphase improvements are a two-for-one:
- Assembly extents are now calculated faster due to a special math trick. This improves
stepMidPhase
,assemble
,megaReplicator
in the profiler. If your weld C0s and C1s are slow to change, this might help. - Collisions between assemblies are found faster using a different, less-special math trick. This improves
stepMidPhase
in the profiler. If your performance is bad because you have complex assemblies colliding, this might help.
On the topic of shadows, can we get a property on BasePart
which tells the engine to not cull its shadow when itâs completely transparent?
Mostly so we can see our own shadows in first person.
Fyi, you donât need to use wfc in replicatedstorage.
Edit: It was personal to me. Worked with someone responsible for writing this:
Viewer discretion strongly advised.
Wow this is even better! I hope this goes live soon!
Set the frameâs Active
property to true
.
Does ReplicatedStorage replicate before any player scripts or character scripts begin to run their code? If so, this is pretty helpful and good to know.
Iâm assuming workspace doesnât work the same since some instances wonât be loaded at first if StreamingEnabled is on.