Release Notes for 656

You’re probably thinking of CFrame:Lerp

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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?

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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.

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thank you guys this will be really useful :pray:
image

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45% if you are accessing properties in parallel threads. 24% if you aren’t.

We reduced the overhead of keeping property accesses thread-safe by rearranging & reducing the data that needed to be fetched in script reflection.

Enabled this for Mac today; other platforms will follow over the next week or so.

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Removes lighting calculations from rendering. (Pending)

Will this improve performance in CPU / GPU usage?

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does this affect attributes that are attached to instances?

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Players are complaining that buttons no longer work in scrolling frames on mobile? It seems to be since this release.

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Never seen a typing like this before, what is 'a and the <: operator utilized for?

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Please add implicit cast from Vector3 to vector type so I can use vector library without type checker bugging out

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mesh texture filtering sounds like its gonna be in the next release note

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Can you guys do something about this?

The story book plugin won’t shut up.

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No, there will be no such option.

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why not just just set it to 1…?

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Hey could you give an ETA for native codegen for clients?

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because if you’re on a arbitrary bit such as 19, and you want to write a double which is 8 bytes or 64 bits, you would need to go to bit 24 or byte 3 losing 5 bits.

That’s why I was curious if bit offsets were coming to the original buffer functions

  • Reduces overhead of accessing Instance properties between 24-45%.
  • Adds Luau math.lerp method to interpolate numbers.
  • Increases Unreliable Remote Events payload maximum form 900 to 1000 (997 characters for a single string), and fixes a bug where the maximum size was inaccurate after a large number of players joined the game session.

Glad to see some work on performance and QoL. Raising the bar is always appreciated.

  • Fixes bug where part streaming would cause animation retargeting glitches.
  • Fixes an issue where rendering bounding box is different from physics bounding box for mesh parts.
  • Fixes the incorrect insert position for items from autocomplete plugin API.

Would love to see some examples of the past (bad) behavior and the new (good) behavior. If anyone has the bug reports for these (or if staff could provide), please send it my way!

  • 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.

Woohoo!

Big thanks to the work of many teams in this week’s release notes. Here’s to more in the future.

These are amazing additions!

With all the updates to meshes, I’d love to see the simple addition of a TintColor property to MeshParts to change the texture color. I have a customization system that allows players to import and edit accessories, but right now I am unable to add the ability to change the color of accessories (sadly, I cannot rely on SurfaceAppearances as they can’t be modified at runtime) and I’m sure many others have dealt with similar issues.

The change for EditableImage support in TextureContent is in release 657. It will be released when 657 is available on all platforms (probably in the next few weeks).

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This is probably one of my favorite releases. I remember seeing math.lerp get added to Luau a week ago and excitedly waiting for this release. Implement support for math.lerp by zeux · Pull Request #1608 · luau-lang/luau · GitHub

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