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Release Notes for 502

Release Notes for 502

Changes

Note Status

Remove Purchase Prompt’s delayed input on show from Studio.

Pending

Removed auto horizontal scrolling as it is hurting user’s experience.

Live

Turn off gamepad selection if the current selected button disappears.

Pending

Removed age notification in VR mode.

Pending

Luau linter now warns when table.move is used with 0 as the index.

Pending

Added common static values on Vector2/Vector3/CFrame, E.g.: Vector3.one = Vector3.new(1, 1, 1), Vector2.xAxis = Vector2.new(1, 0), and CFrame.identity = CFrame.new() (but yields the same object reference every time).

Pending

Added a new property CFrame/Rotation which is equal to the original CFrame but with the translation component set to zero.

Pending

Improvements

Note Status

Type checker now supports FindFirstAncestor when analyzing require() calls.

Additionally, in strict mode require() calls with arguments that don’t have a supported structure will produce a type error, which can be silenced with :: any annotation on the require result.

Pending

Made negative pathfinding area costs illegal. Improved handling non-negative pathfinding area costs.

Pending

Improved subtyping for Luau tables.

Pending

Death state of Humanoids should replicate more consistently to clients.

Pending

Fixes

Note Status

Fixed a bug with Luau generic type aliases which could sometimes cause confusion between generic types which occurred in both the parameters and arguments.

Pending

Terrain Heightmap Importer will now clear the empty space inside the import box. This prevents hard to find problems caused by subtle holes sometimes appearing under the surface when iterating on the same heightmap and reimporting it without clearing the terrain in between.
Note that the pixels with value of 0 in the new heightmap are not imported at all, so this can still be used to “merge” from two heightmaps.

Pending

Fixed property display issue for LinearVelocityConstraint.

Pending

Humanoid AutoJump will now respect collision groups. The humanoid will not try to jump onto parts it cannot collide with.

Pending

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