We’re continuing to make… let’s call them very slow improvements to our processes and code with the goal of making the release notes status more granular and accurate. Thanks as always for being here with us in the release notes threads.
you can see previous messages that were sent in chat, when first joining a game. also provides api to check if a message was sent before player joined the game
Editable images and meshes are now accessible without roblox stealing your data
ui navigation on console is now significantly better (i think)
I wonder if this will fix strange voice chat bug that I don’t know how to describe, so that you no longer have to rejoin a game to hear certain players again.
Also, when was HumanoidDescription.UseAvatarSettings a thing? Though now, how can I tell HumanoidDescription to use a specific Avatar Setting? Although, if you fetch a HumanoidDescription through UserId or similar, then that specific HumanoidDescription probably doesn’t spawn in with .UseAvatarSettings by default.
Also what is ProjectService? It sounds very interesting, since there were tintable folder icons recently. I wonder what this one is.
Also, I like that Pending Updates now shows in which version each were introduced in. I am still not sure if they disappear when no longer pending though.
Luau’s compiler does at least some optimization so no. As noted above, the point is to restrict the scope so you don’t end up needing this aesthetically detestable code to avoid local shadowing:
local status = foo()
if status then ... end
status = bar()
if status then ... end
Instead you just get:
if local status = foo() then ... end
if local status = bar() then ... end
nice to finally see the requirements for the EditableAPI being removed, now everyone gets to experience their greatness. And since you guys are already removing the requirements, what if the memory limit also got removed
MarketplaceService:GetProductInfo() is now blocked in Open Cloud.
Bizarre change. I’ve been using open cloud a lot more lately and while I haven’t needed to use this API yet I can certainly see the value in it. Surely asset read in luau execution isn’t so expensive that it necessitates this specific permission restriction.
Seems enormously more annoying to read asset data now that you have to do it through open cloud itself instead of just using luau. Isn’t the whole point of luau execution that it’s easier to do these types of operations natively?
Stupid question but can I ask how this would interpolate a ColourSequence that doesn’t normally look like it can be interpolated/where there are no obvious corresponding keypoints in either ColourSequence? Eg. how would a 3-keypoint coloursequence interpolate into a 7-keypoint one, or is this not supported?
This 30% optimization on bones is amazing! We’re seeing a lot of zombie games, army control games, dynamic terrain like oceans, animated trees, or massive RPGs with tons of skinned meshes. It also helps immensely with skinned mesh cars in driving games. I really hope we’ll get more optimizations like this in the near future. Awesome job to the teams!
PS: I know that for trees or dynamic landscapes, the upcoming enhanced voxel terrain and scattering systems will change the approach making bones less necessary for environment assets but for NPCs and highly customized terrain, this bone optimization remains incredibly useful.
Quite nice, cant see any problems with the release notes at all, but is there any news about Viewport frames? Still haven’t updated since 9 years since its release.. is this possible that these upgrades on Viewport Frames will be added in the future? - Advanced ViewportFrames
Developers really needs advanced features, current Viewport Frames are quite laggy and doesn’t support ALOT of things, some people just gave up and stopped using viewport frames just because they are quite hard and REALLY laggy ;(
(There should be setting on ViewportFrame, displaying model or highlight directly to toggle ON/OFF whether you want Highlight to be shown inside a ViewportFrame) It would be really nice and useful feature. What do you think?