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Release Notes for 463

Release Notes for 463

Fixes

Note Status

Fixed certain fonts appearing blurry and misaligned when made bold.

Pending

Luau Types: fixed an issue that caused declared table types to be occasionally shown in error messages in expanded form instead of being referred to by name.

Live

Fixed issue where wrong terrain lod sometimes appeared when adding terrain.

Live

Improvements

Note Status

Improved performance for alias dereference in large places.

Pending

Refactored Toolbox’s plugin purchase dialogs.

Live

Colormap terrain imports with a significant portion of pixels that do not match a known material will generate a warning dialog, prompting the user to fix the colormap.

Pending

Fixed inconsistent keycodes when using the command key on mac in Studio.

Pending

When building a union type, check if the types are equal using structural equality, and if so don’t build a union. Needed for code like (f or g)().

Pending

Changes

Note Status

A terrain brush default behavior in Terrain Edit mode has been changed such that it allows the brush to interact only with terrain or baseplate. Previously it was also colliding with all 3D objects (Part, MeshPart, Mesh, etc).

If a terrain brush can’t find any terrain ( i.e. there is no terrain in the place) and the ray is able to intersect with XZplane with Y = 0, the default position for the brush will be the intersection of the ray and XZplane with Y = 0.

Live

Introduces 3 new particle orientations on top of the existing one:

  • FaceCamera: standard camera facing billboard quad, matches existing behaviour.
  • FaceCameraWorldUp: face the camera, but rotating only on the vertical world-up Y-axis. One might use this on rain drops falling down.
  • VelocityParallel: construct a quad using the particle’s velocity vector, and a vector from a cross-product and the camera view direction.
  • VelocityPerpendicular: take the particle’s velocity vector and use it as the quad’s normal. Create the quad’s first axis from the cross product of said normal and the camera view direction, and the second axis by crossing the normal and the first axis.
Pending

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