Your fun fact of the day is that the universe has a colour, and it’s called Cosmic Latte. The light coming from galaxies averages into a beige colour close to white, which resembles a milky latte. I’m personally an iced Americano fan, but I can also appreciate a latte once in a while
Hope you’re all having a great summer so far (or a great winter, for those living in the southern hemisphere). Stay cool/cosy while reading this week’s notes!
I remember experiencing this a year or so ago because my waypoint spacing was based on the walkspeed of the NPC, so sometimes if they were standing still or stunned (set to zero) it would crash. Infuriated me for the longest time but I managed to figure it out and fix it. Thanks for making a bug report, now nobody else will experience the same fate!
I was making a backrooms type game and the monster kept getting stuck on walls so I tried changing up the table a little and ended up finding the crash.
Me happy they fixed because it gave no error message and was hard to fix unless you knew what you changed.
Oh yeah for sure, I spend probably a week or two breaking apart my game until I found the source of it. Because yeah, it just hard-crashed meaning there was no error log or anything. I was lucky to get a glimpse of a chart (I dont remember what kind, I think memory?) and narrow down a bit what it was, but yeah it was rough.
This one confuses me. Are they using ‘destroyed’ nontechnically? Because currently, it’s the behavior for fallen parts not created on the client to be parented nil—not destroyed. Despite what the Workspace property ‘FallenPartsDestroyHeight’ might otherwise suggest.