Release Notes for 662

Cool, I didn’t know that. Glad we’re able to see that info now! Could make for an interesting user cohort

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In addition–this is, from what I can tell, a read-only property to tell you the state of your server, not something you control for disabling crossplay.

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How is it determined for a server?

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It’s set if you’re someone who doesn’t have cross-play enabled and thus are in a server with other players from that same platform only (and of key interest for code using the API: Can only teleport to other servers of that same type).

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Oh I didn’t know that it was a user setting, thanks.

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The change is based on this:

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What does this mean?

and what does this do?

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You agree with my idea on the 666th release note!

—-
What is matchmaking?

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Another release note? Another weekly recap! Oh boy!

Ingame join group prompt by release notes 666.

this was literally just explained

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they always ask where #666 but not how #666

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why we being freaks on da thread?

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A description or explanation for each note would be very useful.

I have no idea what most notes mean.

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Y’all are sleeping on this. This is huge

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whats this even mean tbh

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I noticed this in the release notes for 661 (Release notes for 661 | Documentation - Roblox Creator Hub), but it disappeared from 662…

Does this mean it’s a cancelled feature or will it just show up in the next release notes when it’s live?

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Release note 6666 maybe loooool

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I hope one change to the part sleep system will be the ability to tell the engine to never allow specific parts to sleep. This has been a long requested feature and due to a lack of it we have to resort to hacky workarounds like AlarmClock. It surely doesn’t take much to add a simple boolean property to BasePart called “DoNotAllowSleep” or simillar.

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Will you get automatically disconnected if you’re force-joining someone that’s in a non-cross-platform server?

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It’s approximately in late March

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It’s something on why I’ve been waiting for Version 662. It’s a great addition for the autocomplete and standalone Studio.

It’s FFlagLuauExtendedSimpleRequire and fixes a “bug”.
Luau require() tracer issue, can't construct partial "paths" with instances in Old and New Solver.

Here’s a quick summary on what this change is.

-- Right now, my Module script is inside "NOW"
-- But later when the script runs, it will be moved into "AFTER"

local FolderLocation = game.FolderLocation.AFTER :: typeof(game.FolderLocation.NOW)

local Module = require( FolderLocation:WaitForChild("ModuleScript") )

-- Autocomplete works!

Previously, the Require Tracer would return type any, if any of the paths were “obstructed” by :: typeof.

 

I don’t really know where the initial motivation to actually fix the issue came from, but I always had it.

I went to Luau and I’ve asked about how the require() autocomplete works. And found out that it’s the Require Tracer. Which is apparently legacy and doesn’t contain the require-by-string by itself.

So, I studied and attempted to modify it, and when I succeeded I posted a screenshot of it in Luau. When that happened, internally apparently 2 or more were adding this fix at the same time I was. At the end someone from Luau implemented it, with more than just support for typeof but also “groups”.

And that’s how this fix came in place.

 

Later I mentioned asked on how there could be support for ObjectValue.Value for the Require Tracer, but only someone with Roblox Resources can fix it…

I experimented with fixing it for tables though, just for practising, and I ended up to one partial solution, there can probably be more. But I think whenever aliases for require-by-string get implemented and etc. I think that’s gonna be good as well… No clue how they’re gonna do the autocomplete for that one as you’re writing the path through the DataModel.

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