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Release Note for 349

Release Note for 349

Improvements

Note Status
Fix UI rendering issues on Nexus 6P with Android 7.0
Pending
Added "Apply Edits" button in the Team Create script menu. When there are local unreplicated changes to a Team Create script (shown by a "*" symbol next to the script name in the script tab), clicking this button will push those changes to the server without giving up the lock on the script.
Pending
GuiObject.MouseLeave, GuiObject.MouseEnter, GuiObject.InputBegan, GuiObject.InputEnded, and GuiButton.AutoButtonColor now all work much more reliably.
Pending
This changes the way HttpService rate limit is done. Part of the process involves some tuning. We should be able to get better numbers to tell devs soon.
Pending
Players will now be replicated with respect to platforms they are standing on. This should prevent cases where driven vehicles had characters "dragging behind" them.
Live
Improve precision of CFrame replication on the clients, reducing angular error by ~20x on average and ~8x in the worst case, while also making it ~25% smaller
Live
Changing the Part.CFrame setter to move the assembly relative to the given part instead of moving the Mechanism root in a nonsensical way.
Pending
We are going through steps to remove the legacy physics solver and move all games to the PGS solver. This change will give current legacy solver users a chance to temporarily extend their usage of the legacy solver by opting in with a new Workspace property "TemporaryLegacyPhysicsSolverOverride"
Live
Preparing to release Workspace.AutoJointsMode, which we will use to phase in several changes to surface joint and part property setter behavior.
Pending
Replaces the physics stat in the Ctrl-F7 stats widget with ping. Ping is more relevant to most developers than physics time. The reported ping includes time though internal queues, so may be higher than raw network ping times.
Pending

Fixes

Note Status
Fixed exception while populating debugger watch values
Pending
Can box select attachments in 3D view if they are visible
Pending
Surface Tools can no longer be used on locked parts
Pending
Parts can be duplicated whether or not archivable is set
Pending
Fixed lag issue with many keys in Animation Editor
Live
Fixed issue where characters scaled on the server might have parts that appear at different scale on different clients.
Pending
Allows the automatic scaling code to be enabled/disabled by developers. This will allow them to selectively choose when this code is used. It can be used to prevent prescaled characters from being rescaled again when added to Workspace and to prevent automatic rebuilding of rigs and resetting of HipHeight when characters are scaled by the code. If this feature is enabled, characters will automatically be scaled based on the values under the Humanoid object. If it is disabled, then characters will not be scaled automatically based on the values specified in the Humanoid. They will retain any previously applied scales though. This will prevent joints from being rebuilt and the HipHeight from being automatically adjusted. If it is re-enabled, the character will immediately have all current scaling values applied to it.
Live
Humanoid character animations will now have the root translation (HumanoidRootPart->LowerTorso) scaled based on the HipHeight.
Live
Fixed a bug where local simulation would stop working at all when perf was limited.
Live
Fixed incorrect "Total Data KB/s" and "Total Physics KB/s" readings in the Developer Console's "Server Stats" tab
Live
Fixed bug where raycasts could hit the inner faces of WedgeParts and CornerWedgeParts
Live
Text displayed in CoreGui can now be automatically translated by LocalizationService and captured by the Text Capture tool. This includes: - Tool names and tooltips - leaderstats names - SetCore("SendNotification", ...) notifications - Legacy dialog system responses
Live
More consistently enforces the "there can only be one" rule for JointInstances between the same two parts and allows multiple WeldConstraints between the same two parts.
Pending

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