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

I probably should’ve rephrased it to “discord web-hooks return soon?” rather than this. I still have pretty low expectations.

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DISCORD :smiley: DARK THEME :smiley:
thank you!!!

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This has no influence on webhooks. The two matters are completely unrelated.

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Bit late but very good job :))

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YES

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I sure hope so

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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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