Happy Friday everyone! Sorry for the delay: here’s the latest release notes.
It’s already Friday
Have a happy Friday
(I’m waiting for the pending updates)
Happy Friday and Valentine’s Day!
Yay, nice to see the glass material rendering getting a fix with Unified Lighting.
Great stuff! Especially with the new metatable type functions.
One question I have though (that still hasn’t been answered yet by an engineer on the language team):
Ingame group join prompt when?
I need to know if this is glass being made usable or just a minor bugfix before I get my hopes up
considering its pending i hope its the former
I noticed an AudioMixer instance sneaking its way into the API dump, this has its own Layout property, defaulted to Stereo, if the mode is set to Stereo, it would be amazing to have panning control (for audio that never interfaces with the 3D world).
Helpp people,
Just updated to 660, it logged me out, AND I CAN’T LOG IN EVEN WHATEVER METHOD I TRY
If i use the studio login : An unknown error occurred please try again…
if i use broser login : Redirecting… and it takes forever
tried multiple times
Roblox Game Client / DevForum Works. Only studio
These are very refreshing changes and fixes, I’m curious what the glass one will be.
In contrast, when analizing memory, this will be one of the most useful releases:
Ideally you want as many sub-categories as possible, so with this change you better see the difference between the two.
Hello, writebits & readbits are apparently here but not marked as Live
in the release notes.
it would be amazing to have panning control (for audio that never interfaces with the 3D world).
Yeah! I think AudioChannelMixer can be used for this – it mixes multiple streams into one wider, multichannel stream
For example, given a helper method like this
local function wireUp(source : Instance, target : Instance, sourceName : string?, targetName : string?) : Wire
local wire = Instance.new("Wire", source)
wire.SourceInstance = source
wire.TargetInstance = target
if sourceName then
wire.SourceName = sourceName
end
if targetName then
wire.TargetName = targetName
end
return wire
end
you can combine 2 existing streams into a stereo stream along the lines of
-- suppose you have 2 AudioFaders
local leftFader : AudioFader = ...
local rightFader : AudioFader = ...
local channelMixer = Instance.new("AudioChannelMixer", workspace)
channelMixer.Layout = Enum.AudioChannelLayout.Stereo
wireUp(leftFader, channelMixer, nil, "Left")
wireUp(rightFader, channelMixer, nil, "Right")
local combined : AudioFader = ...
wireUp(channelMixer, combined)
Then the faders can be used to adjust the volume level of each channel separately.
Layout
also supports formats with higher channel count!
AudioChannelSplitter does the opposite – lets you take a multichannel stream apart and work with each channel individually.
These aren’t live yet, but we’ll update the docs with code samples and flip the flag soon.
6 more weeks until version
6 6 6
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Nothing interesting, just bookkeeping. It’s talking about stuff like PluginToolbar / PluginToolbarButton / etc, things that you could already only access from a plugin context regardless, but they’re now actually marked as such.
That’s beneficial because if you’re looking at documentation filtered by security context you’ll have a more accurate picture of what’s actually available.
Oh. First I thought that it would be something similar like how RobloxScriptSecurity plugins can’t require non-RobloxScriptSecurity modules.
I’ve also seen recent additions of a Fast Flag API but for Lua.
I still wonder about the DPI Issue though.
https://devforum.roblox.com/t/the-still-existing-dpi-scale-issue-blurry-alike-fxaa-ui-text-on-studio-and-client/3189504/