Release Notes for 656

Hey creators, it’s been a while! I hope you’re all doing well :slight_smile:

Here are the release notes for 656!

58 Likes


That’s… significant. And also a big range.

Why is the range so big?

34 Likes

id be interested to know more about what that means and how they pulled it off

16 Likes

This is genuinely one of the best release notes I’ve read in some time WOW!! Three excellent changes back to back

38 Likes

read/writebits will be helpful when it comes to annoying skids, good update.

13 Likes

Yeah, that’s huge. How they pulled it off might be because of how slow it was. Over the years, I’ve figured out that one of the best optimization method is to reduce reading properties of objects (if you need to read them dozens of times per frame), usually by reading it once and caching it for other times you need it
Even a 25-45% reduction in the overhead is very likely not enough to make the performance of reading properties comparable to reading a local variable

10 Likes


Whar

19 Likes

update 656 is an update for sure

20 Likes

Decal.TextureContent seems promising. It would be awesome if we also got pixel interpolation modes as well!

I believe it means the calculation of light voxels doesn’t happen every render frame.

4 Likes
Adds two new Studio settings to allow users to specify which autocomplete behavior (replace or insert) they want for the Enter/Return and Tab keys.

YEAHHHHH

7 Likes

Really happy to see math.lerp, gone are the days of writing the same function so many times in different scripts

30 Likes

10/10 release notes for planning to add math.lerp

Yay!

14 Likes

I recently asked this in the buffer thread, but with the release of read/write bits, will there be an option to have the offset in bits for buffers?

example would be
buffer.writeu8(buffer: buffer, offset: number, value: number, useBitOffset: boolean)

5 Likes

My interpretation of it is that lighting calculations now happen on threads other than the rendering thread. This means that any drastic changes in lighting should no longer incur frametime spikes. A big win for GPU-constrained devices.

8 Likes

Hasn’t math.lerp been added?

4 Likes

It’s marked as pending which means it was added to the engine, but not yet enabled (so, essentially addedn’t)

4 Likes

Not that it’s not released, but I thought it was a thing a long time ago.

4 Likes

You’re probably thinking of CFrame:Lerp

5 Likes


It looks like Decal.TextureContent is enabled, and does work when used with an asset id Content, but doesn’t currently work with EditableImage. Any ETA on when this will be enabled?

3 Likes

That’s generally the case with properties: There’s no enable / disable on the property itself existing (because this would cause potential data loss issues) but the downstream code consuming it needs to be enabled.

In this case the non-editable codepath is the same as before so that works but the editable codepath hasn’t been enabled yet.

6 Likes