HUH.
HUH.
WHAT.
oh cool
oh cool!
Ok that is ONE update log
hey mr evercyan could you pretty please release the new dimension update for infinity rpg
Aw, I missed the birthday postingâŚ
My birthday is in 6 months.
What a thought provoking and insightful comment
Those methods have existed since 2020, no chance at all they are anything plugin-related.
pls tell us when editable meshes or just editable meshes crated via CreateditableMeshAsync will be replicated fully to the client. Now they are not visible but collisons works, that mean they are replicated but are not visible. Why
I think its for the new AnimationContraint currently in beta that allows for animations to be physically based (active ragdolls)
This is an artifact of how the engine works, not an explicit choice.
The collision information for a part is actually stored directly in the part rather than as a separate asset. This is because:
So, the collision information naturally replicates along with the other information for EditableMeshes, but the visuals would need extra dedicated code (which does not exist yet).
why is smooth scrolling back? i thought we got rid of that
If this is supported does that mean we will be getting UIStroke support for image content soon ?
ON GOD WE NEEDED THIS LETS GO
Is much smaller than the visual information, and is thus more feasible to store directly inside of the part.
ok. but why would I use mesh with no visual surface? If I would want make surface I have to use mesh on the client side anyway and will have visual and collision.In this case it is not less information to replicate because I need make clientsided script editablemeshes code which takes more informations to send then just visual mesh.
You wouldnât.
But it would actually be a bit tricky to disable sending the collision info in the case of an EditableMesh, so nobody went out of their way to write the significant amount of extra code that would be required to do that disabling. Sending of the collision info happens by default. Sending of the visual info would take a bunch of new code.
You could argue that someone should have taken the time to disable the sending of the collision info to avoid confusion, but would you rather they spend that time working on taking away (albeit not very useful) capabilities or working on more features?
TL;DR: Having collision info locally and sending it are architecturally tied together currently, it would have taken extra work to separate them.
Whenever they add functions like this CFrame:AngleBetween
can they also add the formula? :)
Iâd have to open my resources, but I think atan
was part of it.
Â
Though, I wonder about its efficiency with LuaBridge
.
No, itâs just the HoverImage property but updated to work with the new Content data type.
ok. Anyway. Is there any chance that Roblox will make CreateAssetVersionAsync works with editablemeshes?
Thatâs the idea, though it will take more work to get there.