Release Notes for 740

Howdy! I hope you all are having a great day. Here are the release notes:

33 Likes

Lucky charms, marshmallows and charms, pink hearts, orange stars, lucky charms, I eat them up
Thank you for this update very nice

6 Likes

Nothing too interesting or exciting, but it’s good stuff
Interesting stuff for me as a scripter:

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Enum.Language is gone, and it broke a game I know, but then they fixed it. But uhm…

But, I hope it didn’t break more games. I don’t want Enum.Language to come back as like dummy deprecated anti-error thing. That sounds horrible and it was made around version of like 200. And I don’t think Languages on Enums is being done anywhere. But yeah… the removal of it made scripts hard error.

 

Please, make MDI not render windows that I am not focused in on. :folded_hands:

In the MicroProfiler it showed up as ā€œMultiviewā€ and I had to disable it in the settings and it made me sad. Unless MDI is not a requirement for mutliple clients testing to work, then I am no longer sad.

Even then, I’d wish that you can just dynamically toggle MDI, without a setting :thinking:

 

I wonder when: New 0.719 version breaks something about Slice Crop Images that didn't happen in 0.718? Or just look at the re-production place and explain

I want to learn why this happens.

1 Like

image

17 Likes

Asset manager no longer shows places in experience. I don’t know if it’s because of this update or not but it’s something to note

2 Likes

Did instance type attributes get added to the client?
I keep getting a 50/50 chance of it working every time I publish my game

3 Likes

Reeses cups Reeses cups. Eat em up eat em up eat em up eat em up

3 Likes

It was 8 years since ViewportFrame Release ViewportFrame Release

Is there a chance of updating them? Advanced ViewportFrames

We really need an update for the ViewportFrames we waited for so long and there was absolutely no changes on them, Please update them, we need this!

6 Likes

Random cool error I learned about recently.

BindReceiptHandler: a catch-all handler is already registered for this ReceiptType

 

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DFFlagAllowMaxPlayersZero

huh, okay

Listing everything possible about Avatars:

  • DFFlagAvatarSettingsCustomShorts
  • FFlagAvatarRulesStructureValidation
  • FFlagAvatarSettingsConsistentColliderMass ← :partying_face:, but how does it handle going above 100 Density?
  • FFlagAvatarSettingsRestoreOnUnset
  • FFlagMakeupSingleAssetUploadEnabled2, FFlagPromptCreateMakeupAsyncEnabled5

 

DFFlagEnableSwitchServerTeleport soon :eyes:

 

DFFlagRenderConstantFogAtLowQL3 whatever it is, it’s good because it says QL3 and not lower. Super important.

Unless QL3 is… Graphic Level 2 in secret.

I wonder what this is DFIntFRMSteppedTargetRampEndQL. I know FRM is the Frame Rate Manager. And the Frame Rate Manager is all graphics, I think.

 

What is Stratus? :thinking: It keeps reminding me about Strata Hammer.

Asset Quality V1 :thinking:

FFlagMeshContentProviderFutureApi :thinking:

FFlagPrepareProjectionMeshDataAsyncEnabled :thinking:

 

Calling, already? :open_mouth: FFlagAudioDeviceInputEnableCalling

This sounds important FFlagBindToCloseDetectRawResumedThreads

FFlagDebugLuauExactTableTypes :thinking:

FFlagDecalNormalMapRotation :thinking:

:thinking: FFlagEnableTeamTestWebJoin

 

Hello, FFlagEnableLoginPluginBridge4 can there please be setting breakpoints for Plugins inside the Built-Ins Folder?

 

What, is AUDIO OCCLUSION? FFlagFixAudioOcclusionWorkerShutdown
When was that a thing, is that why sometimes I don’t hear audio anymore. Or when you run out of memory you never get audio again?

 

I am scared FFlagKillOldProperties3, because recently there’s been that font issue again.

 

:thinking: FFlagPlaceCloseKeepAutosaveFilesAfterModeration2

Huh, FFlagQueryDescendantsInRadius

 

FFlagStudioDeferMDIServerRenderer, What does this mean?

 

Terrains FFlagStudioEnableTerrainPalette3

 

Huh? FFlagUpgradedUIShadowsBetaFeature

huh? FFlagUserControlModuleEnabledAPI

I am now going to test FFlagAvatarSettingsConsistentColliderMass

Edit:

If Massless makes it inherit the Mass from the Assembly, and collisions uhhh don’t delay, maybe that’s good?

The HumanoidRootPart appears to have a consistent Mass and Size, now. If the Size of the HumanoidRootPart is always going to be consistent, then this is going to be interesting and good. But the HipHeight…

If the Collision Box’s position is going to be consistent, then that’s good. But it should stay consistent for like future updates as well. If there’s ever a decision where Roblox wants to move it down by 0.1 studs, then that is bad.

Apparently, it might be CanCollide being enabled by swimming on certain limbs. And the size of the UpperTorso influences swimming.

2 Likes

Haven’t opened the release notes yet but I’m hoping they fixed clients over 60fps teleporting/rubberbanding when NextGenerationReplication enabled… :eyes::eyes::eyes::eyes::eyes::eyes::eyes:

2 Likes

Hello roblox team !

if you have time you can please check this bug report if possible?

the bug still happening and not fixed yet !

6 Likes

image

Will frustum seams be fixed?

3 Likes

Thank you for improving Build! I can use meshes and textures now because of this sick new update. But I do have some questions --What’s ā€˜studio’, and HOW THE HELL did you guys use meshes and textures before this update?

This updated a few times today, and with the latest one, every script that I open causes the screen to split. See my bug report.

QueryDescendants is getting an in-radius selector: https://devforum.roblox.com/t/4809143

Might have something to do with properties like BasePart.shap

1 Like

It removes the Qt Properties UI, similar to how there used to be one for the Explorer.

My only concern here is the text quality on the new one. Although, I am very glad that the Style Sheet text distortion fix came before Explorer rolled out.

I am still unhappy that I haven’t found other causes of text distortion yet, except that there’s this one: Blurry fuzzed text when on TextSize like 15 and 11, and noticable on certain fonts like Inconsolata where text bounds give strange float values.

While Roblox may not be able to discover a fix for the bounding issue, I think they could detect the screenscale, and normalize the bounds to decide how tall UI parts should be :thinking:

 

I also looked up Font Subfont system, not sure what it means. An interesting read I had, is that maybe Roblox is trying to reduce memory from fonts, by only making glyphs loaded in the memory, that are actually being used. But that’s just a theory. :thinking:

 

Qt 6 actually has some bug somewhere. There’s font rendering APIs or something. I wonder which one Roblox uses or if it is completely custom.

There’s DirectWrite and there’s a GDI font engine, and probably more on other OS. There are multiple versions of that GDI font engine. Qt 5 and Qt 6 seem to do something else with it. Qt 5 didn’t have this issue. DirectWrite, seems to cause a big issue.

1 Like