Release Notes for 741

Hey everyone, release notes are here:

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.

39 Likes

Remove ID verification and age 13+ requirements for Mesh & Texture APIs.

:eyes:

Looks like I can finally assume this API is available when working on open-source free models.

24 Likes

here are the most notable ones from release note:


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

image
Editable images and meshes are now accessible without roblox stealing your data

image

ui navigation on console is now significantly better (i think)

8 Likes

image

Love this! This is very useful for stuff like oceans or moving lots of meshes around for VFX

9 Likes
if local variable = "value" then end

I wonder if this actually is better than

local variable = "value"
if variable then end

compile-wise

 

image
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. :thinking:

 

Also what is ProjectService? It sounds very interesting, since there were tintable folder icons recently. I wonder what this one is.

oh https://www.youtube.com/live/dfTplvRmpOE?si=EWj3gNMuF5puelum&t=2701 I actually didn’t really understand this when this was mentioned, on what that would be, whether they loaded a local file and it became rbxtemp:// or not

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.

1 Like

It should just restrict the scope of the variable. I believe it’s more like:

if local variable = t.foo then
    -- ...
end

-->

do
    local variable = t.foo
    if variable then
        -- ...
    end
end

-- `variable` is not accessible here.

, but I haven’t checked.

EDIT: Here’s the RFC’s desugaring: rfcs/docs/syntax-if-local.md at if_local · luau-lang/rfcs · GitHub

2 Likes

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
4 Likes

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 :eyes:

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?

1 Like

Finally, all of us can create beautiful things.

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?

image
Neat convenience factors. When can we expect refurbished OnSimulate, or will it stay as is?

image

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! :folded_hands:t2:

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.

1 Like


? :eyes:

5 Likes

Probably not something we can use but if we can I wonder what it’s used for? Offline games maybe?

2 Likes

Where do you check it? Roblox API has lately been having delayed updates

2 Likes

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 ;(

1 Like

Support HighLight instances inside ViewportFrames

(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?

1 Like

thats just pending notes its still begging me for ID - i only face scanned and i am 18 years old got put into 18-20 age group so idk whats the problem

That limitation predates Facial Age Estimation. By ID verified it means an actual ID document.