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?
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
StepPhysics… does that have something to do with the recent physics pausing update to studio? I’m assuming since it’s at plugin security right now, but I’d love to see this be implemented in live games, too. It’d also be cool to have some kind of manual control over simulation speed.
Edit: keep up the release notes jokes or I riot
I think this would allow for slow-motion, if I’m not mistaken. It’s basically “Frame advance” for ROBLOX.
FFlags. I enabled CommerceService a while ago with them lol.
Now I beg for some sort of NearestNeighbor scaling for textures instead of the Bilinear we have now
really?? c’mon roblox it was funny… bring back memes
Woah! This is some shakespeare stuff! I didn’t knew you guys were poets.
I hope in the next update we get something new and highly useful added! (Please fix your darn pathfinding, it makes me cry. I don’t wanna keep on making my own A* algorithm as it takes too much time aaaaaaa.)
Thank you so much for SurfaceAppearance.Color
still waiting for the banservice api btw
it would be VERY VERY nice if it could also be allowed to ban users in other games that you own with this, for example, if you ban a tester for your game in test place they will be automatically banned in main game if you put the parameter as so.
I’m glad you were. I don’t want jokes or unprofessional attitude from official posts. I want information given to me by engineers not clowns.
As for the update, I like that there’s a new step for optimization and I love being able to tint color maps.
Thank you for finally adding an option for “snap to parts”.
I can’t wait to use the ban API, having an official method would be great.
Do you know what we need the most? Performance improvements for studio, especially when there’s thousands of meshes active.
Aw I liked the memes! Life’s too short to pass up memes, even on the clock.
we’re finally getting rid of using a separate texture for changing suefaceappearance colors
Tremendous support on this. It’s been such a hassle trying to tweak certain objects just to make the AI work fluently. No matter how much I tinker around with the agent parameters, it’s not as perfect as one wants it to be. Especially not on terrain as we speak.
Indeed, I noticed on one of my maps I made that the AI made a path through a solid object, it was a mesh and it’s geometry was also really good but yet it kept on making a path between it. I later on made my own A* algorithm which atleast is better than roblox’s.
Aw man StepPhysics has a parts parameter, was hoping I could manually control how many physics steps take place globally so I can halt it at will and just keep it consistent.