See What's Coming in 2018: This Year's Developer Roadmap

This is so amazing o-o

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Still no. It was Discord’s decision, not Roblox. Discord is not even going to consider unblocking Roblox until HttpService becomes robust enough to support Discord rate limiting.

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100% was from those free robux scam games logging everything

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There’s some great stuff here! It’s great to see staff taking our suggestions seriously :slight_smile:

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We’re going to do this one in multiple phases. Phase 1 likely will keep the 5K limit. Worth noting is that we have a limitation in our old clustering system that limits the meshes to around 30K verts (which is between 10K and 60K triangles depending on the mesh efficiency). But yeah - definitely limits will be relaxed at some point, I’m just not sure this will happen with the first LOD release.

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Studio’s dark theme is coming soontm

For anyone looking to update their plugin widgets to support the dark theme, you will be able to TEMPORARILY access the value of the studio theme via:

settings().Studio["UI Theme"]

There will be a new Studio only Enum called UITheme:

Enum UITheme
	EnumItem UITheme.Light : 0
	EnumItem UITheme.Dark : 1

PLEASE NOTE: We intend to break this method in the future in favor of a proper “Studio Color Scheme” API. Be prepared for this to stop working in the future.

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That and everyone using Discord to log errors.

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Oh neat!

As far as the automatic LODs will the developer be uploading the low/mid/high versions or will it just automatically be calculated like CSG hitboxes?

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Can’t wait for these updates :smiley: I also cant wait for whats to come in the future.

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What’s that Sentry nooo discord yes game chat for error logging :ok_hand:

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:heart: :heart: :heart: :heart: :heart:

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It’ll all be automatic, with smth like CollisionFidelity to help in cases where the automatic system gets in the way.

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How should we make our code not break when this goes live? Is it as simple as doing a pcall on accessing this setting?

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download
If this is lossless, shouldn’t all images be compressed regardless of performance?

If it’s lossy will we have any control over compression intensity to prevent unwanted artifacts?

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My concerns about lossy image compression apply to this as well. The game I’ve been working on is dependent on MeshParts, specifically car meshes that effectively replace the character. I’m rather worried the decimations will ruin the aesthetic of the game on mobile/smart toasters. I would really hate to see disproportionately decimated topology as well as incorrect texture mapping following the re-bake or uv approximation required for the textures.

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The image quality will not be lossless. We will be exploring how much of an effect this will have. Based on this there is a decision to be made to give developers the ability to override.

I don’t follow your concern around LOD for meshes. The product cases for images vs meshes seem different. In image quality the distance to camera doesn’t matter but in LOD it does. How will having a far away car be of lower detail affect your game negatively?

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Hard to say without knowing specifics of how mesh LOD will be implemented, but I could imagine issues with objects that aren’t small at a distance. At 1000 studs away, a car is small and the difference in detail won’t be very noticeable. At 1000 studs away, a planet/space station are still pretty large, and any changes are going to be much more noticeable.

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If we can’t override, then I’d rather the image compression only apply to mobile devices. On the big screen, I’d rather have unabridged access to my images. I’m worried about the lossy compression introducing artifacts on natively sized images.

Right now, Roblox images are fuzzy unless they are displayed at the image’s natural resolution. It would be a shame for developers to lose the ability to create crisp images at their natural size as well due to the image itself just being of low quality.

In my game, I always try to upload images at the size I’m going to be displaying them at so that I can have them as crisp as possible. It’s a night and day difference for me, especially on pure white UI icons. It’s important to me that I can continue to display high quality icons in my game after this update.

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I’m not sure about release, but they’ve already made one. Check their official forums and you’ll see this option…

image

image

…which makes the forum look like this…

image

You can actually take the CSS file with data-target="desktop" and apply it to the developer forums. The link to the file doesn’t stay updated with Discourse updates, though, and sometimes the CSS file link becomes dead on Discource updates, so using it on the developer forums is a pain (but looks nice!)

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it looks like using just desktop_9.css works, so maybe that could work across Discourse updates? It’s worth investigating!

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For the short time I messed with my own discourse site, I can confirm Discourse has a built in dark theme. It would need tuning though. The blue logo might have to be replaced with a white on on the dark theme, along with a bunch of other things.

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I really hope the Dark-Theme for studio is an actual black and not a blue-black

Blue-Black
https://gyazo.com/8dcff15f8ec808a044a34c3ac6f61c58

Actual black
https://gyazo.com/1678624f1068bcacd16162a7d827d1f2

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