Weld update issues

Recently there was an update regarding welds that went unnoticed.

However, this update started creating problems in my game that involved players getting randomly welded to anchored parts and thus flung out of the map. The weld issues I am experiencing most likely have to do with how I weld my 80~ part gun models, but I don’t have enough information to understand what exactly is going on and much less be able to fix it.

Can any moderator or admin tell me what the exact change to welds were?
And if possible, a suggestion to fix the weld bugs I am experiencing, perhaps what should I look out for?

If they were being welded to an anchored part, then they wouldn’t be able to be flung out of the map.
The problem lies in some unanchored part.

The first thing I would do is make sure there are no greatly offset parts on the gun and make sure all the parts are within the expected extents of the gun model.

No, the weld glitch is highly likely involving with welding to an anchored part with another part connected to the player.
Hard to explain why I know this, but its because the behavior is tied to the gun script movement.
If you don’t look around, you stay frozen in the air. If you move your mouse to look around, you start moving at weird angles really quickly and eventually die by being too far below the map.

An update to the behavior of welds a few weeks ago broke my trees, the branches are supposed to generate and weld to the previous part, but now they all clump together in the same spot. Was going to make a thread about it early, but I haven’t been working on that project so it wasn’t as important at the time.

The change was that parts with weld surface types will now auto-weld to anything exactly touching their surfaces when entering the workspace / being moved or resized by a script, as though MakeJoints had been called on them.

The workaround that I’m using right now is calling BreakJoints on all of my parts that may have weld surface types involved every time I manipulate them in any way with a script. I would recommend just avoiding Weld surface types if at all possible currently to get around it. The case where you can’t avoid it is that the sides of the character’s torso are Weld surface type, so you will have to breakjoints any parts every time you manipulate them nearby to that area.

It is a very frustrating update that subtly broke quite a lot of stuff, I’m trying to see if I can get it reversed. To correctly move and resize a part in the workspace possibly by welded things you now have to do this:

part.Size = ...
part:BreakJoints()
part.CFrame = ...
part:BreakJoints()

This would make sense. Thanks for the info, hope it is reversed.

Are any updates on this? I’m still hoping this update can be reversed.