Does this affect Studio (starting a local server) too or only live game servers?
It affects Studio as well
The FE property is effectively deprecated.
It still returns whatever youāve set it to, but actual filtering rules are always active.
Weāre likely going to display a warning in-game to users saying that the game might be broken, if the FilteringEnabled value in the place is false. This improves user experience.
This means so much to us older players! Thanks so much!
Itās kinda interesting that some old games still work to some extent. This is because they mostly use server scripts. We have some difference in UI behavior - in FE games generally speaking server scripts canāt handle button clicks, but weāre working on making this possible.
FWIW for beginner developers weāre recommending to start by writing all code exclusively using server scripts for the same reason, and only switch to local scripts gradually, plus weāll be shipping easier APIs to do remote communication.
<3 <3 <3 This is awesome!
The biggest inconvenience that I have with remote communication is that weāve got to use an actual instance to do it. Which means that weāve got to find the instanceās parents, make sure it exists, etc, from multiple scripts. I hope that whatever youāre talking about means a way to do remote communication without creating instances.
Would have been nice if this was communicated better. However Iām not one to complain about a bump when in the end we got what we wanted.
It broke my heart to be locked out of my favorite classic (and favorite in general) games, and I can now sleep much more peacefully knowing that I can still walk through the hollowed remains and experience a part of the feeling of some of my most beloved memories and favorite all time experiences.
Finally! Thank you!
Would be nice for moderation to go through the games the put under review for being non-FE and re-open them now e.g.:
Words cannot express my gratitude. Ever since Experimental games underwent lockdown, Iāve been bombarded with help requests by hundreds of different Groups. Iām still going to release FE tech for them, but now thereās less urgency and panic in the community.
Thanks for noting it. We will look more into those games and update the thread once we have more information.
For anyone still using Robloxās classic build tools, I have released the filtering compatible versions that I made for Super Nostalgia Zone. They are designed to be safe against practical exploits!
The original HopperBins will no longer work online, since they are 100% clientside.
This is cool, too, I guess.
This is frustrating, for some of us still. I personally donāt have the coding experience or time due to having a job and such to dedicate any significant amount of time to amending my games to FE compatible code. The game Iāve been working on tirelessly for 5 years or so now is completely broken now and I donāt have the time to re code the whole entire game from scratch. Thanks.
How significant would you say the damage is?
Is it unable to comply with the server/client model, or is it just minor quirks?
Pretty much every script, gui, and vehicle is broken. The only thing working is an intro camera script.
We have spoken, and Roblox has listened.
I am hugely thankful of you, Roblox, for deciding to make the change to this update. You have just saved Robloxās culture by doing this, and you have made the FE process so much simpler and secure for all Roblox users.
For all of you scripters that have had their coding bugged by the FE, I apologize for the work you are going to have to put in to make your scripts FE compatible, but this change, I believe, is personally for the better. Let us hope that you will be able to fix your games with the auto-FE feature, and let us hope FE may one day be updated so that it has a smaller chance of braking code.
Do you have a link to this game?
Yeah, this one here:
Wolf Ridge Bike Park
iām really upset to see this broken, itās the only thing thatās kept me on this site trying to make games.