Release Notes for 604

Hello! Here are the release notes for 604.

55 Likes

Nice, a small thing but actually needed

23 Likes

Awesome changes, finally floor division works on Vector2!

5 Likes

really handy changes I didn’t know I needed until now! Syntax sugar my beloved :relieved:


13 Likes

When can we expect documentation on the
image

4 Likes

Changes the default part setup used by Insert Part in Studio to make it more convenient to get a part to the size / location you intended. Cylinder defaults to 2 x 2 x 2 standing upright. Wedge defaults to 1 x 2 x 2.

When will this be live? I have plugins to update.

3 Likes

Mhmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.

That’s what I’ve been waiting for! floor division for vector2.
This took so long, but here it is!

3 Likes

It’s live right now! (Trusting the Live status in Release Notes :rofl:)

I think there may be an announcement post coming on this? Either way it won’t be available until after the holiday break.

10 Likes

Hey, ive noticed this change after this release and im wondering what is this about? What’s up with the “WaitForNextFrame” logs along with the fact that the simple top bar logs are also now primarily blue along with featuring more information than before.

I can’t really seem to understand what it’s meant to be, considering that the timer graph display some crazy high values for “WaitForNextFrame”. So i kinda doubt its anything too closely framerate related…
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4 Likes

What’s going on here is that someone added a label associated with the empty space between frames, which turned out to be a bad idea. This is being removed, sorry for the clutter.

15 Likes


This is actually incredibly intuitive; and I’m surprised I hadn’t thought of this sooner.

16 Likes

Would love more info on this

Does this mean unions are way more optimized now?

7 Likes

What’s the “getTriangleCount() API”? Swear i have never heard about this before nor can i find anything related to this.

1 Like

Engineer using internal C++ naming they’re used to there. They mean the .TriangleCount property.

6 Likes

Can we not get an option to disable this or make it inherit the colouring desired?

It makes some of our projects look ugly when it comes to metal reflections or water when our map doesn’t have a lick of orange/purple shade at night yet the water/metal ends up reflecting specifically that shade of colour.

2 Likes

Speaking of the TriangleCount property, is there any chance we could get some sort of reliable triangle count property for meshes, part operations and unions? The current TriangleCount pretty much isnt reliable nor usable 98% of the time as it goes back to 0 whenever you reload.

FYI: Vector2:Round() and Vector3:Round() have not been added. This was a mistake in the release notes that we will resolve. :Floor() and :Ceil() do exist however.

6 Likes

Imo these sizes might have gotten mixed up in communication somewhere. Makes more sense for cylinder to be 1 x 2 x 2 so you can easily tell which axis to resize to make it taller. I cant think of a reason to make the wedge 1 x 2 x 2 by default instead of 2 x 2 x 2

I worked with several devs on the sizing.

  • 1 x 2 x 2 was a contender for the cylinder size. Tiebreaker was that there are fair number of uniformly sized cylinders out there and being taller makes it a bit easier to click after insertion.

  • 1 x 2 x 2 was picked because there’s a fair amount of 1 stud thick walls / dividers out there. 2 studs thick is likely less common as a final dimension than 1.

5 Likes

TriangleCount hasn’t been working for a lot of time now, all of my UnionOperations display a 0 in them even when accessing the property.

The only time you can see it is with newly created UnionOperations. If you close the place and open it back, the TriangleCount will always display 0 in all of them.


Edit:
Just noticed @XenoDenissboss1 mentioned the issue.