Release Notes for 670


HUH.

HUH.

WHAT.


oh cool

oh cool!

Ok that is ONE update log

6 Likes

hey mr evercyan could you pretty please release the new dimension update for infinity rpg

3 Likes

Aw, I missed the birthday posting… :pleading_face:

My birthday is in 6 months.

3 Likes


Are these in any way related to taking measures against plugin piracy?
Or is it some other random built-in method locked to RobloxSecurity

What a thought provoking and insightful comment :smiley:

4 Likes

Those methods have existed since 2020, no chance at all they are anything plugin-related.

4 Likes

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

5 Likes

I think its for the new AnimationContraint currently in beta that allows for animations to be physically based (active ragdolls)

3 Likes

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:

  • Is much smaller than the visual information, and is thus more feasible to store directly inside of the part.
  • You wouldn’t want to fall through the map if you hadn’t loaded the mesh yet for the part you’re standing on!

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).

7 Likes

why is smooth scrolling back? i thought we got rid of that :melting_face:

9 Likes

…why does this not work when the game isn’t running anymore?

3 Likes

image

If this is supported does that mean we will be getting UIStroke support for image content soon ? :wink:

2 Likes

ON GOD WE NEEDED THIS :pray: LETS GO

1 Like

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.

1 Like
External Media
2 Likes


May i ask why this was reverted? its located in patch notes 667, but it seems to have been reverted this update, did it need more testing or was it broken? I did notice fps improvements though.

2 Likes

You wouldn’t.

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.

3 Likes

Whenever they add functions like this CFrame:AngleBetween can they also add the formula? :)

I’d have to open my resources, but I think atan was part of it.

 

Though, I wonder about its efficiency with LuaBridge.

3 Likes

No, it’s just the HoverImage property but updated to work with the new Content data type.

2 Likes

ok. Anyway. Is there any chance that Roblox will make CreateAssetVersionAsync works with editablemeshes?

That’s the idea, though it will take more work to get there.

2 Likes