Release Notes for 597

Everyone is tryna speedrun to get the first replies lol

Adds TextTruncate support for rich text.

Cool, I thought it was already a feature, I guess not?

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They just mentioned that just now, they must have done that earilier

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This has annoyed me a few times, nice QoL improvement!

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SO GLAD THIS IS FIXED LOL


Stupid question, but what does this mean?

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Great updates. Now to test them ou-


Oh nevermind… :frowning:

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This is a fix for Luau typechecking does not carry type guards after return statements , Intellisense should treat the "continue" keyword as a guard clause and Loop continue/break on conditional with check does not adjust type

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Is that so? Then why is my map with over 6,000 MeshParts only giving me 30 FPS? (This is a joke, and also not a joke at the same time. My newest Backrooms map DOES have over 6,000 MeshParts.)

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image
Also you could just have other issues. Recommend using #help-and-feedback.

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come on dont leave this guy hanging

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AWESOME!! I thought I was going crazy when this wasn’t working. Thanks!

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What was this new scroll wheel behavior in the first place?

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I think it was the dynamic camera speed thing that let you change your camera speed between 0.1 and 20. A new slider could be dialed to change it, or by holding down the right mouse button and scrolling.

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Reinstall roblox!

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I’m still annoyed that all my Avatar > Head & Body > Head won’t load all my bought items, and the one I need is not shown even at the bottom. (Website)

At least make a pagination feature for it if you guys don’t want the long height of the webpage.

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Whoops, the release notes left out that it improves unions too.

We wrote a new mesh decoder that runs about twice as fast. This applies to every TriangleMesh,so MeshParts and unions. The savings are multiplicative, so this only impacts you if you have a ton of high complexity meshes that aren’t box fidelity. This also means somewhat faster CSG operations.

The new decoder is a bit more careful with memory; it allocates less and doesn’t overallocate - This usually means 0-30% savings in kdtree memory and 0-50% in mesh convex storage memory depending on the mesh and how many vertices/convexes you have.

To get a good idea if this will impact you, you can check the memory readout under ctrl+f6 → mode → counters. physics/geometry/kdtree and physics/geometry/mesh are optimized, so if these are using a lot of memory in your place then this should be a small memory improvement for you.

We’ll probably turn it on next week when it makes it to most platforms.

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That’s really nice. I have only ~10MB dumped into these if I’m assuming the unit correctly, but I’m careful with my mesh complexity so I’m sure many others have a lot more. Nevertheless I’m curious to see if I see a dent in this.

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Isn’t this like a very big thing? I feel like every big roblox game is made out of meshes with alot of them being detailed.

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I noticed the Color3 converts FFA into 255, 255, 170, is this the same as doing this?

  • Color3: D1FF00 → (209, 255, 0)
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ABC → AABBCC, so FFA → FFFFAA, (255, 255, 170).

Putting in D1FF00 would work the way you expect it to.

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Congrats on the new update, looking forward to some of the new changes!

1 Like