Howdy! I hope you all are having a great day. Here are the release notes:
- Version 740: Introduced in version 740
- Weekly update: Week of September 21, 2026
Howdy! I hope you all are having a great day. Here are the release notes:
Lucky charms, marshmallows and charms, pink hearts, orange stars, lucky charms, I eat them up
Thank you for this update very nice
Enum.Language is gone, and it broke a game I know, but then they fixed it. But uhmā¦
But, I hope it didnāt break more games. I donāt 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 donāt 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. ![]()
In the MicroProfiler it showed up as āMultiviewā 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, Iād wish that you can just dynamically toggle MDI, without a setting ![]()
I want to learn why this happens.
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Asset manager no longer shows places in experience. I donāt know if itās because of this update or not but itās something to note
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
Reeses cups Reeses cups. Eat em up eat em up eat em up eat em up
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!
Random cool error I learned about recently.
BindReceiptHandler: a catch-all handler is already registered for this ReceiptType
DFFlagAllowMaxPlayersZero
huh, okay
Listing everything possible about Avatars:
DFFlagAvatarSettingsCustomShortsFFlagAvatarRulesStructureValidationFFlagAvatarSettingsConsistentColliderMass ā FFlagAvatarSettingsRestoreOnUnsetFFlagMakeupSingleAssetUploadEnabled2, FFlagPromptCreateMakeupAsyncEnabled5
DFFlagEnableSwitchServerTeleport soon ![]()
DFFlagRenderConstantFogAtLowQL3 whatever it is, itās 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?
It keeps reminding me about Strata Hammer.
Asset Quality V1 ![]()
FFlagMeshContentProviderFutureApi ![]()
FFlagPrepareProjectionMeshDataAsyncEnabled ![]()
Calling, already?
FFlagAudioDeviceInputEnableCalling
This sounds important FFlagBindToCloseDetectRawResumedThreads
FFlagDebugLuauExactTableTypes ![]()
FFlagDecalNormalMapRotation ![]()
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 donāt hear audio anymore. Or when you run out of memory you never get audio again?
I am scared FFlagKillOldProperties3, because recently thereās been that font issue again.
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 donāt delay, maybe thatās 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 HipHeightā¦
If the Collision Boxās position is going to be consistent, then thatās good. But it should stay consistent for like future updates as well. If thereās 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.
Havenāt opened the release notes yet but Iām hoping they fixed clients over 60fps teleporting/rubberbanding when NextGenerationReplication enabled⦠![]()
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Hello roblox team !
if you have time you can please check this bug report if possible?
the bug still happening and not fixed yet !
Thank you for improving Build! I can use meshes and textures now because of this sick new update. But I do have some questions --Whatās āstudioā, 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
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 havenāt found other causes of text distortion yet, except that thereās 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 ![]()
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 thatās just a theory. ![]()
Qt 6 actually has some bug somewhere. Thereās font rendering APIs or something. I wonder which one Roblox uses or if it is completely custom.
Thereās DirectWrite and thereās 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 didnāt have this issue. DirectWrite, seems to cause a big issue.