Hi all, I’m running on fumes this week. Yet progress marches on. 651! Check it out.
Plugin RunContext, huh?
…Why?
Hang in there dude, this has been a hard week for everyone.
Other than that:
Refines type information for require.
Can I get some info on this?
I assume the use case is to prevent in-development plugin scripts (i.e. scripts are in a service in a place file instead of a plugin) from running when running Run/Play Solo.
What is the purpose of the BanningEnabled property?
So that in case you are letting users insert scripts, they can’t abuse the banning api.
On the topic of adding support for a Plugin run context, will there be any plans to finally add autocomplete to the plugin global?
Definitely one of the features I’ve been wanting the most for UI here on Roblox lately.
Next up: fixing UIStroke not filling the inside of "O"
and similar letters when stroke size is large?
Possibly to prevent developers from banning themselves, but I could be wrong
So that those who aren’t interested in using the API can disable it to avoid any potential issues with backdoors or malicious contributors banning people and what not.
The same issue does apply to devs who are actively using the API but they’re more likely to notice an issue / have tools to deal with it than someone who has no experience using it.
Is it defaulted to on for new games?
When would I see this work? Is it related to custom types or am I missing the point?
e.g.
--would this comment show up if i were to call function with type "foo"?
type foo = () -> ()
type bar = {
-- would it work here
baz: () -> () --or here?
}
Yes, defaulted to true for all games.
--[[
This is a documentation comment
]]
@attribute
local function foo()
...
end
Previously, the editor wouldn’t pull from the comment above @attribute
Function attributes as in like @native
.
The UIStroke + rich text fix is marked as “Live” but it doesn’t appear to be live?
the server is probably not up to date yet or your client is not
No; it’s reporting as 651 and the issue persists after restarts.
It seems like this update changed the behavior of os.clock()
, to return the time since the Roblox instance has been running, rather than the CPU time as it was before. This behavior caused our whole 50k CCU game to break would appreciate a warning next time!