Release Notes for 590

any information about why this was occurring?

28 Likes

The core script error spamming: are the errors fixed or is the output log just suppressed?

Or perhaps they were only warnings?

16 Likes

Whats the progress on the audio routing stuff from a few weeks ago, got it working with the right flags and its really cool in its current form especially with the visualiser effect

34 Likes

This is amazing no more need to code it manually for performance expensive surfaces

Out of curiosity is updating the PixelsPerStud dynamically expensive? I want to make it lower when the player is further away from it but I’m not sure if I’m doing worse if I do this.

15 Likes

Yes, because you may force repeated reallocation of the texture memory backing the surface if you’re not careful. You’d have to pay close attention to how often you increase the surface size in that way.

18 Likes

So glad the core script spam is being filtered out of the studio output, got really annoying when debugging. Also happy to know that random lag spike wasn’t from my code, was starting to worry me. :sweat_smile:

The PerAxis ForceLimitMode for AlignPosition that was released recently has been mega useful and made transitioning from BodyPosition to AlignPosition easy peasy.

I was wondering if a PerAxis ForceLimitMode property is planned for AlignOrientation too, so that it can behave in a similar way to BodyGyro and it’s MaxTorque property, allowing developers to transition away from that too. (Using a new property called MaxAxesTorque, similar to MaxAxesForce)

Question was answered in a Q&A, and it is planned:

14 Likes

Thank you:

I am not sure exactly which are available, but I am sure it will be helpful.

15 Likes

Whoops! The NumberSequence/ColorSequence change was added to the release notes a bit too early. There are still a few things to do before it will be ready to ship. We’ve removed it from the release notes for now.

20 Likes

Actually, the audio API is especially fantastic. I’ll be overjoyed if they arrive quickly.

11 Likes

Oh my god. Finally we can get frequency related data from audio! What flags did you change?

15 Likes

A time scale setting would be so cool

13 Likes

Didn’t even know this existed, did they announce this somewhere ever? It’s really cool.

13 Likes

(cc. @bluebxrrybot)

Enable the flags
EnableAudioWiring
EnableAudioWiringStudio
EnableAudioSpectrumAnalysis

You’ll need to set up a patch that routes an AudioPlayer into a AudioDeviceOutput and AudioAnalyzer. You link audio instances together with Wires, similar to a modular audio rack in real life.

Then use GetSpectrum on the analyzer itself.


Whoever’s working on the audio routing, it would be nice to also get a basic filter audio effect that can do audio filtering with a cutoff and resonance

18 Likes

Any further context for this?


I get the gist of it but to my knowledge cameras don’t operate with a “speed”.

12 Likes

I believe it meant the zoom interpolation. It’s been a bug for years.

Still unaddressed.

8 Likes

Why is one single spike after 60 seconds so game breaking? Do all of your scripts rely on the framerate or something?

7 Likes

wait is this about studio or the game client?

6 Likes

I don’t know simply because I don’t notice the problem.

6 Likes

ohhh i misunderstood this i think. lemme delete it. my bad lol

6 Likes

Yeah, it’s just a ping spike. Means I don’t notice it.

I wouldn’t notice it anyways since my game is cursed with performance issues and usually runs at 5 FPS, and sometimes 20-30 if I’m lucky.

6 Likes