Hey everyone, we have a bit of a shifted release schedule this week, so 702 is out the door! This should be the last release of 2025 – wishing each and every one of you a safe, happy, and warm holiday season.
Will be be seeing constrained generics in the new Luau type solver soon? Generics are amazing, but sometimes (especially for mathematical functions), just generics aren’t enough:
-->> doesn't work; warns
local function add<addable>(a: addable, b: addable): addable
return a + b
end
But if we can constrain the values, perhaps something like that could work:
-->> works!
local function add<addable: Vector3 | number>(a: addable, b: addable): addable
return a + b
end
It would be beneficial for the team to begin providing Luau type solver updates in their own category separate from engine API updates as they are interleaved sporadically across improvements and fixes, because the way it stands it makes it hard to flick through all the release notes when looking specifically for type solver updates.
I can’t believe IAS finally has Touch inputs! Time to say goodbye to UIS.
Are there also any plans adding TintMask for MaterialVariants to have similar materials like Material.Brick?
Also is this alluding to RunService:BindToSimulation() method?
Have you considered that the staff members responsible for posting release notes have nothing to do with that update and additionally would have no influence or control over it? You’re just polluting random announcement/release notes posts at this point with spam that achieves nothing.
Ooooh, I assumed that was related to having similar property like in SurfaceAppearance.AlphaMode.
mb, still hope they’ll add something similar in the future.
There hasn’t been any official docs, but it looks like in the API reference, load character is deprecated and is replaced with two different versions: one traling with Async, the other with Blocking.
For example LoadCharacterAsync() and LoadCharacterBlocking().
This was silently rolled, what were the reasons for this change? Are we planning on migration? What’s the deal with this?
Nearly all yielding methods have been renamed to add Async() at the end. :LoadCharacterAsync() is equivalent to :LoadCharacter(). An announcement is coming soon, but that is the TL;DR. Old methods are not being removed or broken, just aliased.
LoadCharacterBlocking() exists for internal reasons and is unrelated.
NO WAY! Does this fix the long-standing bug reported here, where particles not in front of an opaque pixel would appear washed out, lacking any color??
This has affected so many accessories & gears for the longest time now (Periastrons, Crescendo/Telamonster, Fiery Horns, Seasonal Fairys, 8-Bit Series, Sparkling angel wings, the dozens of off-sale particle items).
So happy to see this finally being resolved if I’m understanding correctly
I’m curious if particle items will also have their thumbnails force updated in this fix, as Crescendo still appears white, but the fire is actually red.