Release Notes for 590

Exactly you couldnt of worded it better. They shouldnt have the keybind be RMB+Scroll. As its way too easy to accidently change your speed while tying to normally speed around and look at the same time. I think if anyrhing, they should make it a keybind you can change in the keybinds menu.

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It also goes to 20 FPS while holding shift and moving with rightclick and the scroll wheel.

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yeah seems right but this raises the question, doesn’t the same happen with billboard GUIs that have a scale size? it can be clearly seen that they are resized every time the player gets farther away.

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Workspace.CurrentCamera always gets stuck whenever I play in Run Mode. :frowning:

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So I was playing with this feature and it is super nice! Whipped some stuff in a few hours with my friend

potential is really endless on this one.


I made more projects yesterday and I saw that the thread moved on so I will just edit updates here:

Yet again, I added some features, features to make presets. UI sucks, buuut it will suffice(atleast its dynamic :smile:).

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is it possible you guys could add an option to the studio settings to disable the new studio camera controller thing when it comes out of beta?

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Just a note on betas: Often we’re more aggressive with changes at the start of a beta than later on, so you should generally expect more options / closer behavior to the original as a beta progresses.

If we started out with completely safe changes every time we’d never be able to find out what’s reasonable and what isn’t. By starting out with more aggressive changes during betas (which you can opt out via the beta features panel if they are getting in the way) we can actually find out the line between what works and what doesn’t.

It does add a little bit more friction at times but helps us get to the optimal experience faster rather than getting stuck at local maxima (where things work but could be working much better).

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ok i was just curious about if that would ever be a thing.

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We need to discuss with devs and evaluate what the right path forward is, but yes, the beta definitely can’t release exactly as is given the feedback we have so far.

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Please fix the camera in run mode. Whenever I press run, the camera is unable to move with right click, wasd, or scroll wheel. (the “new studio camera controls” is whats breaking it.)

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It says this feature is now live, but I’ve tried accessing a plethora of Roblox APIs using HttpService and it still won’t work. Could any info be provided on this?

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It was stated somewhere that it will get its own separate announcement. “Live” just means the Fast Flag is enabled, but it’s most likely not enabled on their end.

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They seem to be only whitelisting certain URLs through the DFStringHttpServiceInternalUrlWhitelist fast variable.
Currently, the only whitelisted URLs are https://economy.roblox.com/v1/game-pass/{pass-id}/game-pass-product-info and https://catalog.roblox.com/v1/search/items/details/.
At the moment, requesting the whitelisted URLs will result in a “HttpError: NetFail” error, instead of the “HttpService is not allowed to access that ROBLOX resource” error that you get for requesting any Roblox domain.

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Cheers - I noticed this. Appreciate the info. :smile:

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I would just wait till the announcement. An engineer said something much bigger is shipping with this change.

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I have a use case question for anyone in the know. Let’s say I had a large map with one area with a large amount of decals. Would it be wise to switch all of the decals to surface GUIs to take advantage of the new max distance property? The way I’m imagining it is to have it so the decals, or in this case surface GUIs, only show up if you are in the same room as them, utilizing the max distance property. I’d love to know if that might be a smart (micro) optimization.
Thanks

Answer:
https://devforum.roblox.com/t/new-surfaceguimaxdistance-property/2574715/4

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Hey metatablecatmaid; I didn’t catch these replies! Glad to see you’re using this stuff; we’ll post documentation & enable this API soon, and we’ll make an announcement when it’s ready to use

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it would be nice to also get a basic filter audio effect that can do audio filtering with a cutoff and resonance

Equalization is a form of filtering, but our EqualizerSoundEffect has fixed crossovers, which isn’t ideal for general filtering. The (newer) AudioEqualizer instance has an additional property to control the range of the middle band, which can be used to move the crossover frequencies

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:heart_eyes: :smiling_face_with_three_hearts: :loud_sound: :headphones:
I love this. Thank you!

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