Release Notes for 727

Hi all, release 727 just landed, a few hours earlier than usual. Enjoy!

IgnisRBX

34 Likes

Release Emissive masks for UGCs and my life is yours :folded_hands:
(also PLEASE increase the EditableImage size limit to 2048² im BEGGING)

6 Likes

:star_struck::star_struck:

7 Likes

:gasp.

soon i can use my heavily unergonomic Logitech pebble mouse without having to turn on some settings in AssistiveTouch.

(Although… if iOS supports keyboard too, it only makes sense to allow mouse support on iOS too, no?)

3 Likes

That’s a lot of Pending features! Hopefully these get released

1 Like

In Version 727, Fast Flag FFlagAdvancedCommandBar6 was removed.

Can we now fix this

3 Likes

Screenshot 2026-06-24 215135
why fix this only for the character when you can fix it entirely?

10 Likes

I see it. You see it. We all see it. When you see it.

11 Likes

Mouses are not supported on iOS yet.

2 Likes

Okay, so what is ACTUALLY new…

Stuff
  • DFFlagAuroraUsePhysicsSnapshotComparison :thinking:
  • What are these DFFlagCLI210446 with ABCDEF
  • DFFlagDataStoreBypassRateLimiterOnShutdown :thinking:
    • Okay, so if this ever gets turned on, I can make 100 UpdateAsync at once without consequences? I wonder.
  • DFFlagDebugDisableScriptTimeout this here sounds interesting
  • DFFlagEnableCreatorWhitelistForCanUseAsset :thinking:
  • DFFlagEnableExpChatDictatedSpeech I wonder if this was created to simplify chatting with Remote Controls from Android TVs, since modern remote controls have a microphone now, right?
  • DFFlagEnableReactiveGameJoin3 no clue
  • DFFlagFixMemoryLeakInOctreeRootExtent this sounds good
  • DFFlagLoadPlayerScriptsASAP
  • DFFlagReplicateCameraStateForSA :person_shrugging: Server Authority probably
  • FFlagAJUHasNeckCached :thinking:
  • FFlagAllowAudioRecorderInRobloxScripts uhhh ok
  • FFlagBackpackRequestToolEquip what could this be
  • FFlagDynamicFrustumSubdivisions I don’t know but the things to it sounded important
  • FFlagEditableMeshUploadSupportWTT
  • FFlagEnableAssetQualityValidation :person_shrugging:
  • FFlagFix2596 Hmmm this flag sounds wrong, this one doesn’t have CLI in front of it… uhhhhhh
  • FFlagFixFullAPIDump ??? huh what
  • FFlagFixStudioPublishClosePlaceBug :thinking:
  • Input Action Manager Beta coming soooooon
  • FFlagNewAttributeStorage :thinking:
  • What is a PCL and why it ApplyDescription
  • Tag Config
  • I guess we have FFlagUserPlayerScriptsRefactor4 and FFlagUserPlayerScriptsRefactor5 somehow.
  • FFlagEmitterListenerPositionTypeEnabled
  • some other stuff

Whatever DFFlagLoadPlayerScriptsASAP is.

I wonder if it will improve bug where the top bar doesn’t appear at the top left on somehow, but I think it needed some crazy teleporting with TeleportService.

 


Alright, lemme try to play Memory Cards with Changelogs and yeah.

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Maybe this here: DFFlagExponentialDeferredEventDetection


This here makes sense if it was FFlagAbbreviatedKeyCodeStrings.


Maybe FFlagCustomizeAcousticSimulation

I don’t think it would be FFlagAcousticSimulationFewerClockQueries

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FFlagLuauUdtfTypeIsSubtypeOf probably

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DFFlagReplicateCameraStateForSA probably

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FFlagLuauBidirectionalInferenceBetterLambdaHandling maybe

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Not sure, but one of the two might be FFlagStudioSkipAnalysisForLongScripts

But maybe one of them is also FFlagLuauDontBindOptionalGenericToNil

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FFlagLuauTypeFunctionTableIndexerIsReadOnly probably

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I think FFlagGroupAsModelContextualFrame

 

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FFlagRenderForceUnifiedZNearPlaneZ

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If it isn’t FFlagStudioFixMagicMouseScroll then I DO NOT KNOW.

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Hmm maybe FFlagHumanoidApplyDescriptionErrorMessage

Oh, this reminds me of Explorer issue OR Humanoid "ApplyDescriptionAsync" errors if the Humanoid is cloned through the Explorer while on the client, but it shouldn't

 

But actually there’s a trillion of thing missing in the changelogs, but I guess it’s alright.

I am probably not doing this memory card thing again.

Here are the new two beta things

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I don’t know what this means

I think this Beta thing won’t release this week unless it receives OTA updates.

But I like this here. Thank you for this button.

 

I don’t think this will release this week either, unless it receives OTA updates.

Please don’t make “None” a Question mark. Because there is no question if we know it is “None”.

This pop-up doesn’t close when you click somewhere else on the screen. :confused:

Roblox you need to add a function now that gets icon for keycode

9 Likes

nice QOL with this feature, would be nice to see the same with SoundGroups
image

6 Likes

There was a behavior regression from the last release that caused the Full API dump (-FullAPI) to dump the same information as the normal API dump (-API)

1 Like

Any update on Pixelated mode for SurfaceAppearance?

4 Likes

In theory then, Roblox is only 1 km away from making Lua Apps Bot sync the API Dump

Not 100% correct.

While native mouse support indeed isn’t supported in iOS (eg dragging and dropping in the files app), mouse support is actually built into iOS.

It sounds a bit complicated when I put it like that, but let me explain:

iOS supports something called ‘Pointer Devices’. A mouse actually can be used as a ‘pointer device.’
When you connect your mouse to your iPhone, you can’t exactly use it. That’s kinda intended.

However, there’s a few steps you need to take to enable mouse control on your iPhone.
Firstly, head to Settings. Then, press Accessibility. Next, Touch. And finally, AssistiveTouch.

Switch AssistiveTouch on, and you should now have a circular cursor on your screen! The cursor is essentially a finger controlled by your mouse, and you can customise what button does what (such as left click for tap, right click for flashlight, etc)

With a keyboard, this gives you basically a keyboard + mouse setup (keyboards are fully supported) across your phone. However, it does get a bit awkward holding left click and dragging your mouse to swipe.

1 Like


When are you releasing the fix for these artifacts with the new mesh LoD’s?

1 Like

I really hope this means they rescripted or reformatted the PlayerModule because I get a headache when I read the current PlayerModule (im trying to port some stuff to the ias thing they announced a few weeks ago so im using the playermodule that has the ias stuff)

Maybe this can help New PlayerModule migration guide for PlayerScripts UseInputActionSystem

These things might update again at a point, and I’ll have to edit a few things.

ive actually read that. but theres a bunch of issues that hinder the readability and usability of the player module

  • a bunch of the submodules of the controlmodule / cameramodule should at least be organized into folders i believe.
  • some properties of the CameraModule / ControlModule are first set to nil and then set to something else a few lines later (example: in the ControlModule.new function, self.vehicleController is first set to nil and then to VehicleController.new() in lines 111 and 118). I have no idea if this is made to
  • the controlmodule forces scripters to fork the playermodule or do some weird shenanigans becuase it requires the controller to be one of robloxs controllers. surely there could be some better way to identify that its a touch controller?
  • the BaseCamera:GetModuleName() method is only used once to identify if a camera is the classic camera. which is kinda useless.
  • the CommonUtils module doesnt make sense to me. the mock function is never used and the get function can be replaced by just requiring the utility module directly. also this causes a lot of type errors :heart:
  • i personally just find it messy

i could go on and on but they will probably fix most of this soon hopefully

1 Like

I’m sorry

4 Likes