oh my god yes
I would want the same with MaterialVariants
too
Note to self: test things before making a post next time.
TL;DR: Not as interesting as it sounds.
It’s three-phase rollout prop (Disabled/Default/Enabled) controlling various internal changes to the renderer implementation. There aren’t any intentional behavior changes but it’s a large enough change that it’s being done as a three-phase rollout just in case.
SurfaceAppearance.Color I am very excited
I have to rewire my brain on how asset authoring can work now.
This wasn’t about looking at asset manager specifically.
We’re currently ripping out and refactoring the old object insertion code which was very fragmented and caused a lot of hangs. The code has been rewritten and now we’re replacing all of the callsites (toolbox, paste, duplicate, asset manager etc) with the new code which is better and will be consistent between all of the different ways something can be inserted.
Yes! And then it regressed…and now it’s back
omg finally thank you so much, it’s been a burden lately
Sadly, I don’t think Roblox is going to add this method (:StepPhysics()
) to live servers for Chickynoid to use. I’d love it if it happened, but nothing is confirmed, and I suspect this feature will be bound to Studio use only.
Happy that the studio crash was fixed!
Materials, including materialvariants are influenced by the color of a part
Noticed this in the fast flags diff for 623
Does this mean something along the lines of Invalid table key type '<type>' used
instead of just Invalid table key type used
by itself?
That’s a fun one, it’s actually about our friend Failed to load animation - sanitized ID
if you’ve ever seen that before.
People continue to misinterpret the sanitized ID
part as the error message when all it’s actually saying is that that’s the sanitized ID of the animation which had some error. Now it actually prints the underlying error.
its still pending though i dont think its fully out yet
How can I enable that