Sorry Prioritization is hard. We want ALL THE FEATURES, but we never have enough time for that.
Light object shadows are phase 3 and as such wonât happen this year based on the current roadmap. Phase 2 = sun shadows, which means âsun casts precise shadows from all objectsâ, but that doesnât change behavior of other light objects.
Ah, dang thatâs a bummer. Thanks for the update on that!
Just to clarify. âon by defaultâ = âon for new placesâ. We donât think streaming is going to be good enough for every existing game to enable it by the end of the year, but we think it can be a better default.
And yeah âatomicâ streaming + better streaming control is on our radar but itâs not clear yet whether it can ship this year or not.
Defenitely a lot more than last years, and not only that but Updates we have been waiting for many years, like Shadows, And Custom Materials!
Just one quick question, is Terrain Vegetation going to be also added as a separated brush for those who dont use Smooth Terrain as their main Terrain?
Will there be any collaborations in the future with other software companies to develop, Lets say Substance Painter acces for roblox games development? or maybe Maya?
Is there a reason Roblox hasnât used 64-bit for the servers? I canât really see the broader compatibility reason used for releasing a 32-bit client.
Looks promising. Canât wait!!! New materials + Terrain Colormaps + Terrain Vegetation = fantastic!! Combined with the new FIB Lighting and Character importer, Roblox could be up there with Unity!
Vegetation is going to be a feature thatâs only available for smooth terrain. We have some plans for âmacroâ vegetation systems that would cover trees - this would be separate from terrain - but no current plans to implement âmicroâ vegetation outside of terrain. Of course youâre free to use meshes for this.
I canât wait to see typed Lua, especially since other programming languages have typechecking.
Custom Materials? Iâm very excited for this canât wait to see it implemented!
Hmm it seems i will have to hide smooth terrain under the triangle terrain for some areas, well we will see
darn. Will we be getting more FIB studio builds this year?
Ah true, needs to be a toggle. I could think of a few cases where reacting to character movement may not be necessary or desired.
Unfortunately true. I at least hope itâs their top priority for next year.
Could you guys specify what parts of this update will be toggle able? I think there are a good amount of cases where, for instance, vegetation moving when players step on it, may not be necessary / desired. Also, it would be nice to have some sort of API that will place user-defined objects procedurally on terrain given arguments (so for instance, place snow-covered trees on high points in the terrain, with random rotation, so long as the slope isnât too steep and the terrain material is snow.)
I agree. These kinds of changes need plenty of developer settings if the features will work well.
Faster Lua huh? For some reason I thought of _ENV support when I saw this (probably not the case, but I can dream). Working with the environment is a pain!
I have to say, I am the MOST excited for custom materials!
Followed by Typed Lua. Though I am a bit more concerned with this. The Chromium team tried adding static typing to JavaScript. They got far with it to, almost getting a full implementation, but had to abandon the project due to performance problems. With how many low end machines Roblox supports, if they complete this I will be extremely surprised!
Collaborative scripting would be a lot higher on my watch list, but when I work on code collaboratively, I tend to work outside of Roblox Studio (Visual Studio Code, or CodeShare).
Roblox and the Chromium team are actually not in a similar situation. I assume Typed Lua would only statically type check as you write and save in Studio, and is erased at run time; so, thereâs no overhead when it is ran. The problem Chromium ran into was that they needed to type check everything each time the user got a copy of JavaScript before running it, instead of only once.
Youâre correct; weâre targeting something like TypeScript in that sense. Initially types will be completely erased at runtime, and the goal for type annotations would be only to help you catch type errors early. We eventually want to leverage type information to increase performance by eliding type checks in the interpreter but that is hard to do safely, so thatâs not a this-year thing.
Will we be able to make use of Typed Lua outside of Studio? I want my code under version control but Studio has no integrations for that currently, and I donât want to miss out on Typed Lua just because I use an external editor.