AudioAnalyzer isn’t live yet? I assume this is just some internal tracking stuff getting exposed to the release notes again?
A Secret
is best described as a string that only you know about, its not stored in your game’s code outside of an identifier. (probably something on create.roblox.com will let you create them very soon)
Its used to store API keys for external HTTP requests.
I honestly completely forgot that Roblox was adding that…
But why would we need a specific type for this if its just a string?
BinaryString
, Bytecode
, Content
, ProtectedString
Nothing new, move on please, not explaining why Roblox feels the need to have 5 different string types because its way too internal for a release notes thread. It probably just gets interped as a string by Luau anyway.
Oh god I have bad experiences with the ProtectedString
type, literally worst nightmare I have ever had while using Luau. Roblox does what they do I guess.
If I had an assumption, it’s probably to prevent it from being printable or replicated to clients. I’d at least make that consideration if it’s a separate data type and it’s doable.
I guess that is a fair case to have it as it’s own separate type, but really if you are sending secrets to the client that should be the developers problem. But I guess just like how some APIs will invalidate your cookies when detected on GitHub it is helpful for people who don’t know what they are doing.
Everyone makes mistakes, even the best of us. It’d be a nice to have just in case you accidentally slip up somewhere. I think it’s possible for it to still leak since you’d probably need to be able to place it into a normal string, but maybe it’ll help reduce possibilities of leaks. Either way, it’s not really a big deal that it was added.
Indeed its not a big deal, just always wanting to know how the language I use every day is changing.
Adds PS4 to the list of available devices in emulator.
Yes . That’s all I wanna say right now
Woah…
Wait. Could you explain this one, whichever staff knows? Is that what I think it is? It’s too good to be true if that’s what it is… so it can’t be. Is it?
(hasn’t worked):
Forgot this was even a thing, and I think that’s a good thing. It’s really not nice on performance or technology to have specific collisions forced every single frame. Feels almost surreal to think there was a time where you had to forcefully override these every frame, and now you don’t.
See: Opening Keynotes - RDC23 @ 2:09:06 - 2:09:37 and Accelerated Creation: Studio, AI and In-Experience - RDC23 @ 10:08 - 10:24
Absolutely big w’s to the person who fixed the vc/camera icons. They looked hideous before, but now look clean and nice!
Also, is Live Scripting what I think it is?
Scripting like its Google Docs share feature?
To be fair, the script Source
property is locked during runtime. Unlocking it would imply that you can modify existing lua bytecode, which is plain difficult if not impossible.
But having something to script during a game without using, say, loadstring
, would be very useful.
So that you can’t look inside it, because it’s secret. If it were a string you could just print it to the output!
Consider something like header = "Authorization: Bearer " .. secret
yielding a new secret to pass to Roblox APIs without revealing the value to the programmer.
We could have just used a string but we figured we could take advantage of the sandboxed nature of the platform to do better.
May be a stretch, but is this going to be used in DynamicImages in any way? I was thinking that you should be able to read the screen image data but not be able to understand it for security purposes. Could be completely wrong though.
Quick question about this pending item:
The Avatar Previewer now alerts you if warnings will prevent you from uploading the previewed avatar to the Marketplace.
Does the warning part pertain to a pre-moderation review, or more of a warning of mechanical issues with the item?