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.
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).
I know there’s a certain resistance to “polluting” standard libraries but having very primitive functions that are common between all codebases added rather than expecting us to remake them in varying patterns across codebases is excellently helpful. I felt the same happiness of seeing math.lerp added as math.map, they’re two functions I frequently need.
zeux still saving the day even if he’s (unfortunately) no longer with Roblox.
I don’t imagine a ETA is viable, from what I remeber their main holdback is on apple devices which dont allow ACE (Arbitrary code execution) so it’s really up to apple for whenever the feature starts to really be “worked” on
Tau has been rejected already by the Luau team; it’s constant folded anyway, so it’s no big loss outside of your readability.
Otherwise, you can always open RFCs for math functions like math.alpha. You can read more about that process here.
For reference this is the RFC that Zeuxcg wrote for math.lerp: math.lerp | Luau RFCs.
Though they generally don’t have to be that advanced, depending upon the feature you’re proposing. Here’s one I myself wrote for bit32.byteswap as an example: bit32.byteswap | Luau RFCs. Notice how its much simpler than the math.lerp one, because the function itself is simpler.