Release Notes for 634

Nah this guy is chill, if he’s fired I will be sad :cry:

I think you repeated something…

Is this intentional or a mistake?

EDIT: This also isn’t in any other release note

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[quote=“DreamyDev, post:31, topic:3076149, username:TeamDreams123”]
something…

If I’m not mistaken, this happens when a change needs more adjustments. It can happen for virtually any change with a “Pending” status.

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I really wish we could get some quantization/posterization shaders :frowning: would give an insane amount of room for stylized games!

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You can’t find it in the object explorer, so you’ll have to use Instance.new("ColorGradingEffect")
Hopefully they will add more tonemapper presets in the future!

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What did you parent it to to get it to work? It doesnt do anything as a child of Lighting.

I don’t think it’s behaviour would be enabled yet. It’s likely locked behind an FFlag.

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“sigh” I was hoping when the last announcement mentioned improving mesh collision fidelity it meant the accuracy of precise collision.

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the most average release note previews I do like how ✦ is also hidden on forums and roblox

Seems like this bug re-introduced a once fixed bug regarding Welds/Motor6Ds teleporting upon setting up.
I have dmed @tnavarts to look into it hopefully.

Well, I didn’t turn back on the original change which triggered it in the first place, it must be something different this time around.

Could you try it with this three-phase rollout turned on / off and see if it makes a difference? Improved Mover Constraints: Enhancing Stability and Network Ownership

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I tried setting it to Massless and it fixed it, why do large parts need to be massless in order for them to be weld properly? It’s kind off a nuisance and isn’t documented properly.

Because “properly” is a bit subjective here: If you weld two parts which aren’t already at the correct offset given the C0 / C1 something has to jump somewhere to satisfy the joint but there are multiple ways this could be done (keep part A in place, keep part B in place, keep centroid in place etc).

If you want to be sure of what will happen you can always position the parts where you expect them to end up before creating the joint.

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I assign the CFrames by just inversing both parts CFrames. It’s a method I use pre-running time where I just position Part1 where I want to be then use a script in command bar.

local weld = Instance.new("Motor6D")
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = part0.CFrame:Inverse()
weld.C1 = part1.CFrame:Inverse()
weld.Parent = part1

Though a warning about that in docs could be appreciated since it’ll confuse a lot of players.
(Mainly about Massless being required for large parts or it’ll get teleported to its origin.)

PLEASE tell me roblox is gonna add some kind of customization for this
I seriously dont want another case of a really good feature being locked behind roblox’s control because it’s a little harder to make a custom panel for this than just giving us presets

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This could be the reason we got higher resolution images since we would need a 4096*4096(4k) image for a full 8 bit RGB LUT.

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Should go live within the next month!

oooh you’re right
I didnt think of that - if you couldn’t tell already I’m not very versed with LUT lmao
would it be feasible to create some kind of panel for creating luts or would that be way too advanced for roblox? Maybe we could assign color ranges to separate positions on the spectrum, or a curve-based approach

That could be done or Roblox could just expect you to get a LUT another way if you really wanted you could open this: LUT generator.blend (1.0 MB) file that as it says is set up to produce LUTS. (Not tested LUTS may not work due to me incorrectly mapping a colour in the planes shader it should be easy enough to fix.)

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Is there a good idea of when ColorGrading will be fully released?