Hey creators, it’s been a while! I hope you’re all doing well
Here are the release notes for 656!
Hey creators, it’s been a while! I hope you’re all doing well
Here are the release notes for 656!
id be interested to know more about what that means and how they pulled it off
This is genuinely one of the best release notes I’ve read in some time WOW!! Three excellent changes back to back
read/writebits will be helpful when it comes to annoying skids, good update.
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
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.
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
Really happy to see math.lerp
, gone are the days of writing the same function so many times in different scripts
10/10 release notes for planning to add math.lerp
Yay!
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)
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.
Hasn’t math.lerp been added?
It’s marked as pending which means it was added to the engine, but not yet enabled (so, essentially addedn’t)
Not that it’s not released, but I thought it was a thing a long time ago.
You’re probably thinking of CFrame:Lerp
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?
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.