What does RunContext do? I got flagged because asking lol.
If I get flagged then I must DM even if no one else will see my question?
Do I create a Topic on #help-and-feedback:scripting-support?
Because if I can’t reply to ask, what other effective ways are there?
I think theres a similar bug where the mouse gets stuck even clicking and you have to press ESC to unstuck the mouse, did they fix that issue?
Yeah, classic clothing has this feature, why not layered clothing?
it just sorts of acting weirdly last week, havent touched the script and it used to set model’s pos to where it’s given from the CFrameValues but now it’s just stretching it for no reason.
same, my hockey game is heavily reliant on collisions and at 60hz server sided physics it can be wonky at times. even against players who have higher FPS can run into quirky physics mishaps.
Anyone having issues with color correction after this update? Me and a friend are working on a backrooms game and for some reason 255,255,255 color correction instance with 0.25 saturation is more red/orange on my screen than it is on my friend’s screen.
EDIT: I didn’t have this issue yesterday
Experiencing this on 0.613.0.6130507 (monochrome filter becomes blue). When I join on an alternate account it “updates” to 0.612.1.6120534 where this issue appears to be fixed. Joining on my main account again makes it update back to v613 and the problem comes back.
I love how they fix a big where the mouse gets stuck in place and create a bug where it always centers while right clicking in first person while using a screenGUI.
Changing TimePosition with a script makes the audio not play for a few milliseconds. It’s very noticeable when using a loop. It’s been like this for a while. Here is a video of this issue:
You might see a small speedup if your place is exclusively blocks, but it’s mostly a memory improvement.
If you open up the Microprofiler and go Mode → Counters, you’ll get a detailed reading of the place’s memory. This optimization makes physics/geometry/container smaller.
Previously, we had a “vertex cache” that had the positions of each corner on the block. This cache would have to be recalculated every time you changed size, and it ran you 168 bytes per unique part size. It was only used by block-to-block collisions, and block-to-ball collisions.
The specific problem the cache was supposed to solve was “given a number 0…7, give me the cached corresponding box corner for this size of box.”
This turned out to be a silly thing to cache, because
The local-space corner on a box is just size / 2 * (±1, ±1, ±1)
You can get the last part, the sign, with a very fast 3-line bit trick