Added
-
Chat bubbles, also sticky!
Thanks @NoIi
Make chat bubbles
Thanks @placetheholder190
I think they should add chat bubbles -
The player list adds an interaction menu for managing friends, reporting,
and blocking. Messages from blocked users are hidden, and
game.Players.FriendStatusreturns"Blocked".
Thanks @SirTopOfTheWorldEgg
Add player lists to luduvo and allow us to click on players on the leaderboard
Thanks @Luau
Leaderboard Interaction -
Teams: Places can run team games.
TeamInfocomponents and the
Player.Teamproperty define the teams; the player list groups members by
team, and characters spawn at matching team spawn locations first.
Thanks @NedStark
Feature similar to the Roblox Teams service. -
SurfaceGuiputs working screens and panels on parts. Buttons, sliders,
text boxes, and scrolling frames respond to pointer and keyboard input on the
targeted face.
Thanks @Meow
PLS PLS PLS surface guis
Thanks @Vadimosolo
How to put UI on part's face without looking at the player -
BillboardGui: Full UI can float above any part. This UI canvas hovers
over a part and faces the camera; unlike the text-onlyBillboardlabel from
Luduvo 45, it holds regular UI elements such as frames, images, and text. The
newUITailcomponent points a frame’s tail at the adornee.
Thanks @workspace
Chat broken in Studio? -
Chat delivery notices: An undelivered chat message reports whether the
filter, a rate limit, or a disabled account setting stopped it. Client scripts
receive these notices viagame.Players.GameAnnounce. -
BubbleChatis an editable feature in the Platform folder for restyling
bubble chat. Server scripts show dialogue bubbles on parts or NPCs by firing
theBubbleChatevent table. -
Platform folder: Built-in systems (Chat, Health, Hotbar, PlayerList) live
in a placePlatformfolder and receive engine updates automatically. “Make
Editable Copy” forks any single feature for customization. -
Multiple scripts per part: A part can hold more than one script, and an
error in one script leaves the others on the same part running.
Thanks @gem
Multiple Scripts attached to one Instance
Thanks @Cva
A way to detach scripts from parts
Thanks @x64
How to remove script from an Instance (and how to add script handles) -
requireloads module scripts, and later calls for the same file return
the first result without rerunning the module. Modules named*.server.lua
stay on the server.
Thanks @LinuxBash
Add ModuleScripts
Thanks @yeno
_G / shared table -
Autorun scripts: Global place scripts under
scripts/autorun/run without
a host part. Server scripts run once at startup; client scripts run once per
client session and persist across respawns.
Thanks @Jediweirdo
Folder-Based File Execution
Thanks @Firebrand
My opinion on luduvo studio scripting -
Remote events: Event tables support
FireServer,FireClient,
FireAllClients,OnServerEvent, andOnClientEvent. The limit of 16 event
tables per place is removed.
Thanks @Acester007
Can you edit a players ScreenGUI with a server script?
Thanks @Jediweirdo
Improve Event Ergonomics + Instance-free Signal-Like Event Support
More additions (22)
-
Per-player screen UI: Client scripts modify local screen UI under the
client-onlygame.Overlayhierarchy. Server changes to world-space UI such as
SurfaceGuireplicate to clients.
Thanks @rek
UI should not be server owned
Thanks @Acester007
Can you edit a players ScreenGUI with a server script? -
Tools can be built entirely in scripts with
Instance.new("Tool"),
EquipTool,UnequipTools, andGetTool. TheEquipped,Unequipped, and
Activatedsignals replicate across server and client.
Thanks @Vadimosolo
Singals and functions for Tools
Thanks @Jediweirdo
Change the user-facing API for tool backpack slots to allow getting the tool Instance from its tool slot + Expand Tool gripHand property to be settable to any body part rather than just the arms -
Instance.newcreates fully configured built-in objects matching Studio
defaults, includingPart,Model,Tool,Sound, lights, and UI controls.
Thanks @Ambershade
HOW DO YOU SPAWN MESHES
Thanks @lua
More options/features for sound playing
Thanks @Tyrant
Simple Script feedback -
Signals:
WaitandOncemethods are new, andSignal:Connectreturns a
connection handle with:Disconnect()and a.Connectedstatus. -
Instance:GetPropertyChangedSignalandGetAttributeChangedSignal
fire when a property or attribute changes, without per-frame polling.
Thanks @Vadimosolo
Singals and functions for Tools -
task.spawnandtask.cancelstart and cancel background threads,
and script bodies may calltask.waitat the top level. DeclareUpdateand
PhysicsUpdatecallbacks before any top-level yield.
Thanks @yeno
add "wait"
Thanks @Wildpaintbrush
How to use task.wait properly -
World hierarchy:
game.WorldimplementsFindFirstChild,GetChildren,
GetDescendants, andWaitForChild, and assigningpart.Parent = game.World
moves an instance to the root of the scene hierarchy.
Thanks @x64
Trying to find a part with game.World
Thanks @BroDadi
How to access objects through game.World? -
UI elements expose read-only pixel coordinates via
AbsolutePositionand
AbsoluteSize.UDim2adds arithmetic, interpolation (Lerp), and the
constructorsfromScaleandfromOffset.
Thanks @tevo
Allow UDIM2s to be read and used math on, and allowing direct reading of absolute size in pixels
Thanks @Jediweirdo
Tweenable UDIM2s -
Character states: The server drives state transitions via
ChangeState,
SetStateEnabled, andGetStateEnabled, which covers on-demand ragdolls and
knock-down immunity.
Thanks @Wildpaintbrush
Ragdoll via Code
Thanks @KoriFox
The toggle able ragdoll
Thanks @SirTopOfTheWorldEgg
Let us disable ragdoll -
Player.CharacterAddedfires on server and client for character spawns
and respawns. Server scripts transfer or clear character control via
OwnerUserId. -
QueryParamsfilters spatial queries (Raycast,Shapecast,
OverlapSphere,OverlapBox) by instance and restricts them to chosen
collision groups.
Thanks @Turing6
Expand filter options for Physics.Raycast -
Parts fire a new
Hitsignal for impacts above 4 studs per second,
reporting the colliding instance, hit position, surface normal, and impact
velocity. -
MarkerReachedon characters and models fires when animation playback
crosses a named timeline marker. -
Sound instances add
Playing,Paused, andLoopedproperties.
The legacySoundPlaying,SoundPaused, andSoundLoopedaccessors remain
supported. -
The
rotationlibrary handles vector orientation math, alongside
Instance.RotationVector,TransformDirection, and
InverseTransformDirection. -
Color3.fromRGBandColor3.fromHexare new.Vector3.new,
Vector2.new, andColor3.newdefault omitted numeric arguments to 0. -
World.Queryreads and writes built-in component fields directly, and
World.Spawn,AddComponent, andRemoveComponentaccept several components
at once. -
Relations:
World.Pairworks inHasComponent,World.Each, and the
component assignment helpers for structured tag queries.
Thanks @Jediweirdo
Allow `instance:HasComponent` to take `game.World.Pair` -
Attaching
VisionConeorHearingSenseto an NPC registers the
matching perception system automatically. -
Mouse input: Client scripts poll pointer coordinates and wheel state via
game.Input.MousePosition,MouseDelta, andScroll.
Thanks @bosstfex
Is it possible to track the mouse x and y in luduvo? -
Scrolling frames expose the current pixel scroll offset through the read-only
CanvasPositionproperty. -
Script editor: Deprecation warnings in Studio come with suggested
replacements, and engine namespaces stop triggering false undefined warnings.
Thanks @Jediweirdo
[Windows] Client and Server Global Type File is desynced from the real usable API surface
Changed
-
Welds: Vehicles and structures hold together under impact. Welded parts
now move as one solid body, so they no longer flex when hit, and seated
players stay aligned inside vehicle hulls. Welded vehicles use about half the
network bandwidth. -
Physics runs about 2.5x faster in places where scripts move many anchored
parts, and parts that stand still cost less to render. -
Bloom: Neon parts emit bloom in their configured tint instead of white,
with a lower default intensity. Bloom no longer bleeds across base scene
colors.
Thanks @feelinglunar
Cant recolor neon parts in studio?
Thanks @666
RGE eyes get bigger in bright lighting -
Doppler effects follow character motion instead of camera rotation, and
sounds parented to a part play positionally from that part.
Thanks @jackpot
PLEASE fix audio distortion
Thanks @rek
Tone down doppler effect
Thanks @gloppy_thefish
I mean I kinda like the doppler effect on games in luduvo -
Player list: Stats from a server-created
leaderstatsinstance under each
player show again, in up to four sorted columns. The header now ends below
the health bar, removing the empty band in places without stats.
Thanks @YLCF
Lighting, oh no -
Vulkan: Luduvo no longer slows down heavily when the Vulkan SDK is
installed. In a Studio test moving 200 parts, a tick took 1.6 ms instead of
17.2 ms. -
Luduvo for macOS ships as a single app bundle inside a DMG and opens
luduvo://links directly. The separate LuduvoUriHandler helper app is gone.
Thanks @VRBlueGT
Luduvo won't open on macOS
Thanks @Jupiterboii
Mac still broken
Thanks @finn
Please fix Luduvo for mac -
Clouds render farther toward the horizon.
-
Studio Edit mode shows only saved content. Player characters, cameras and
other runtime objects appear on Play and are removed on Stop. -
Studio spends less time updating the Outliner and viewport during Play, so
large places stay responsive while playtesting. -
Gizmos: Moves, rotations and scales in Studio apply when you release the
mouse, and Esc cancels the drag. -
Enum properties return strings instead of integers when read, with spaces
removed (e.g.Fog.Modereturns"Linear"; also"ExponentialSquared",
"FollowBackground","Color"). Writing numbers or legacy names still
works. Scripts that compare reads against numeric constants or legacy strings
need the new string names.
More changes (21)
-
Angles: Angle fields in script APIs, including aero surface
StallAngle,
UV transformAngleand character turn ease, read and write in degrees to
match Studio. Pass degrees rather than radians. -
handles: Thehandlesglobal is always a table, even on objects
without handle slots, and indexing an unset handle returnsnil.
Thanks @Jediweirdo
[Windows] Luduvo 48's Script Handle Breaks After Inital Use -
Signal handlers can call
task.waitwithout blocking other handlers or
aborting them on unhandled errors. Handler errors count toward the five
errors in a row that stop a script, like errors inUpdate. -
TouchedandTouchEndedfire for solid colliders as well as
triggers, with a separate event for each contacting part and limb.
TouchEndedalso fires when a contacting part is destroyed.
Thanks @BroDadi
Touch events don't detect leg touches -
Writing NaN or infinity into positions, velocities, properties, method
arguments, tweens or spatial queries raises a script error. So do parenting
to a destroyed Instance and emitting recursive signals indefinitely. -
Error messages: Engine errors name the function or property that raised
them and identify components directly. Writes to read-only properties report
that the property is read-only. Scripts that matchpcallerror text need
the new wording. -
Calling APIs from other engines, such as
part:SetAttribute,part:IsA,
part.CFrame,game:GetService("Players")orgame.Workspace, raises an
error naming the Luduvo equivalent. -
Hierarchy depth is capped at 120 levels. Setting
Parentdeeper raises a
script error, and places, prefabs, accessories and glTF imports deeper than
that are rejected. -
Prefab IDs:
game.Prefabs.Id,Backpack.SlotsandBackpack.Active
always return prefab IDs as positive integers. Scripts that saved negative
IDs from these APIs should look them up again. -
SoundConfigis the script name of the scene-wide audio component,
shown as SoundSystem in Studio."SoundService"is removed; use
"SoundConfig". -
Instance:AddAccessoryreturns the attached accessory, ornilon
failure, instead of a boolean. -
Input:
Input.KeyDownandInput.KeyPressedreturnfalsefor key codes
outside 0–255. -
Script writes to
Transparencyare clamped to [0, 1] on all object types. -
CurrentCamera: The camera selected in Studio is saved with the place
and sets the player camera’s position, field of view and clip distances on
spawn. Places without one get a camera assigned automatically on open. -
Publishing checks the menu hierarchy and requires exactly one default,
unmodified, visible Menu instance. The publish dialog lists any errors and
offers Add Menu and Reset Menu actions. -
The Properties panel updates only what changed on selected instances,
keeping open dropdowns and input focus. Box-selecting many parts in the
viewport no longer stalls it.
Thanks @Cva
Object Properties close early on Duplicated Objects
Thanks @Acester007
https://forum.luduvo.com/t/4319
Thanks @Ghost
https://forum.luduvo.com/t/4993
Thanks @HYDRA
https://forum.luduvo.com/t/5103 -
Orientationis the label for rotation fields in the Properties panel,
matching the scripting API. -
Camera orbit distance accepts a minimum of 0 for first-person setups.
Thanks @Jediweirdo
https://forum.luduvo.com/t/4149 -
Accessories attach much faster to characters wearing large accessories, since
attachment instances inside worn accessories are no longer evaluated as
candidate attachment points. -
Offline single-player: In LuduvoGame, the health bar stays after a
respawn and the camera follows the new character, matching online play.
Thanks @Victor
https://forum.luduvo.com/t/4572 -
Updated clients ignore place assets cached by earlier engine versions.
Deprecated
- The following APIs are deprecated and print a one-time warning naming their
replacement:EventTable:Push,PushTo→FireServer,FireAllClients,
FireClient.Entity→.Instancegame.Tags→AddComponent,HasComponent,RemoveComponentwith
game.World.Pair("Tag", name),World.Each,World.Querygame.Players.All,IsAdmin,BindCharacter,CharacterOf→
World.Each("Player"),HasComponent("Admin"),OwnerUserId,
player.Charactergame.Session→game.Players,OwnerUserId,player.Charactergame.Animation.DrainMarkers→MarkerReachedgame.Sound.GetBusVolumeDb,SetBusVolumeDb→SoundConfigGet/SetLinearVelocity,Get/SetAngularVelocity,ApplyTorque,
SetBodyMotion,Get/SetSwingTwistJoint,GetMoveIntent,
GetAccessories→Velocity,AngVelocity,SubstepTorque,
Kinematic,CharacterMoveIntent,WornByGet/SetVisionCone,Get/SetHearingSense,GetLastHeardStimulus,
GetNearestPerceivedTarget→ perception componentsStartTimer,StopTimer→TimerRunningPhysics.Raycastignoreandmaskarguments →QueryParamspart.Parent = nil→game.World
Removed
-
game.Physics.DrainTouchEvents()is removed; usepart.Touchedand
part.TouchEnded. -
The Outliner’s Show Platform Content option and Platform section are
removed. Use Add > Platform, Delete, and Make Editable Copy on linked
features.
Fixed
-
Welded builds stay together. Welded parts stay attached to characters and
moving models during simulation, and welds whose root has no collider now
move. The Properties panel accepts selected targets forWeld.Otherand
joints.
Thanks @Vadimosolo
https://forum.luduvo.com/t/3286
Thanks @builder
https://forum.luduvo.com/t/4088
Thanks @unclebleh
https://forum.luduvo.com/t/4851 -
Fixed trigger parts missing a standing character’s legs and firing duplicate
Touchedevents when a character dies on them. Limb hits now resolve to the
character ingame.Players.FromCharacterandTakeDamage.
Thanks @Lots007
https://forum.luduvo.com/t/5046 -
Chat conversations are easier to follow. Longer messages now wrap neatly
beneath the sender’s name, preventing overlap and making discussions easier to
read.
Thanks @YLCF
Lighting, oh no
Thanks @GaboG2
https://forum.luduvo.com/t/4139
Thanks @Thanark
https://forum.luduvo.com/t/4153 -
Fixed character shirts and pants not rendering since Luduvo 45.
Thanks @Panther
https://forum.luduvo.com/t/4008
Thanks @YLCF
Lighting, oh no
Thanks @TubbyChubss_ASD
https://forum.luduvo.com/t/4234
Thanks @Artytheparty64
https://forum.luduvo.com/t/4504
Thanks @Emperor
https://forum.luduvo.com/t/4824 -
The player list now removes players who leave, keeps one entry for players who
reconnect quickly, and stays error-free when players leave during initial
load.
Thanks @Thanark
https://forum.luduvo.com/t/1788
Thanks @Jediweirdo
https://forum.luduvo.com/t/4062
Thanks @NoIi
https://forum.luduvo.com/t/4151
Thanks @rek
https://forum.luduvo.com/t/4554
Thanks @Pluto
https://forum.luduvo.com/t/4968 -
Fixed sun shadows leaking light on surfaces near the camera, backlit faces,
surfaces at grazing angles, and characters. Sun shadows also render faster up
close. -
Multi-part tools keep their child parts in hand when equipped and hide all of
them when unequipped.
Thanks @1sam
https://forum.luduvo.com/t/2212 -
Fixed the backpack and hotbar mixing up duplicate and scripted tools, and
equipping stalling for a quarter second. Characters no longer get stuck in
hold animations, and tool activations skip the character holding the tool.
Thanks @Lots007
https://forum.luduvo.com/t/5046
Thanks @mar
https://forum.luduvo.com/t/4918 -
UI buttons fire
ActivatedandClickDetectorparts take clicks before a
character spawns, which fixes title screens and click-to-start menus,
including in games without player spawners. Setting the text of cloned UI also
updates it on screen.
Thanks @tevo
https://forum.luduvo.com/t/4800
Thanks @Lots007
https://forum.luduvo.com/t/3235 -
Fixed Studio Play sessions disconnecting after you add, edit, or rename an
event table until Studio restarts.
Thanks @BroDadi
https://forum.luduvo.com/t/3014
Thanks @Acester007
Can you edit a players ScreenGUI with a server script?
Thanks @Turing6
https://forum.luduvo.com/t/4995
More fixes (54)
-
Fixed characters on moving seats and platforms rendering ahead under network
latency and bouncing or sliding on moving unanchored parts. -
The camera stays in place when the followed character dies.
Thanks @Thanark
https://forum.luduvo.com/t/1788 -
Fixed the health bar not resetting when the death plane destroys a character.
-
Stopped servers disconnecting clients for flooding when several players send
high-volume network events at once, or when the server sends a burst of events
in one frame. -
Resolved players on poor connections staying out of sync with the server.
-
Fixed game servers crashing while loading some published places.
-
Windows clients missing the shaders for the selected graphics API now fall
back to another graphics API and launch. -
Fixed decals on DirectX 11 and DirectX 12 flickering and z-fighting against
foreground geometry.
Thanks @Jediweirdo
https://forum.luduvo.com/t/4556 -
Corrected underexposed surfaces lit only by ambient skylight and dense ambient
fog filling night scenes. Vertical glossy surfaces also stopped reflecting
pure white ground below the horizon.
Thanks @Tomo
https://forum.luduvo.com/t/5043 -
Rounded corners on dialogs, buttons, and the player list now scale on high-DPI
displays. -
Fixed auto-sized frames collapsing centered labels and headers in small
windows and narrow viewports. Wrapped text stays inside its frame, and list
layouts stay on screen.
Thanks @Thanark
https://forum.luduvo.com/t/1164
Thanks @survrin
https://forum.luduvo.com/t/3029 -
Prevented Studio and games from crashing on negative
ZIndexvalues, parents
with a higherZIndexthan their children, or dropdowns opened inside
dialogs. Children of an element also stopped covering or taking clicks from a
later element with the sameZIndex.
Thanks @Turing6
https://forum.luduvo.com/t/4928
Thanks @survrin
https://forum.luduvo.com/t/3541 -
Fixed text showing through frames drawn over it at the same
ZIndex.
Thanks @Ghost
https://forum.luduvo.com/t/2290 -
Elements with the same
ZIndexandLayoutOrderstack in the order they were
added, in both Studio and Play. -
Fixed mouse clicks and scrolling passing through windows and solid panels to
the controls underneath. -
Fixed buttons firing
Activatedtwice per click or beforePressed. Hidden
or disabled text boxes release input focus, and GUI clicks stay out of the
viewport.
Thanks @Cva
https://forum.luduvo.com/t/4218 -
ClickDetectorcatches quick clicks and touch taps on a part the pointer had
not hovered over yet. -
Rotating a Model in Studio turns all of its parts exactly once, including when
nested parts are selected with the R or T keys, and undoes in a single step.
Thanks @arx
https://forum.luduvo.com/t/4773
Thanks @Wildpaintbrush
https://forum.luduvo.com/t/5092
Thanks @Sm3llsslime
https://forum.luduvo.com/t/5148 -
Fixed child parts being deleted or vanishing from the viewport when you
ungroup a Model in Studio.
Thanks @ihaunturdreams
https://forum.luduvo.com/t/2062
Thanks @Kuuttero
https://forum.luduvo.com/t/2916
Thanks @arx
https://forum.luduvo.com/t/4773
Thanks @persona
https://forum.luduvo.com/t/4967 -
Child parts follow when a script moves or turns a part or Model.
Thanks @Firebrand
My opinion on luduvo studio scripting -
Fixed pressing Enter on a property change with multiple parts selected
snapping them all to the same coordinates. Fields showing mixed values stay
unchanged.
Thanks @pwn
https://forum.luduvo.com/t/2048
Thanks @Mayday
https://forum.luduvo.com/t/3868 -
Fixed duplicated parts snapping back after you move them, and Studio crashing
when you rapidly duplicate large selections with Ctrl+D. -
Resolved Studio silently dropping instances when pasting large selections.
-
Fixed deleting the Sun reverting part materials to Smooth Plastic on reload
and bringing the Sun back on publish. Places saved before Luduvo 45 load with
their lighting in Studio again.
Thanks @SAD
https://forum.luduvo.com/t/4197 -
Resolved an intermittent Studio crash when starting or stopping a playtest.
-
Fixed playtest characters and accessories staying in the workspace after a
playtest stops, which crashed the next session.
Thanks @host
https://forum.luduvo.com/t/2964
Thanks @luene
https://forum.luduvo.com/t/4902 -
Prevented a Studio crash when the Properties panel refreshes while a context
menu, color picker, texture browser, or script dialog is open. -
Tagging an instance from a script no longer crashes Studio during Play mode or
corrupts later place saves.
Thanks @Cva
https://forum.luduvo.com/t/4979 -
Fixed player characters in Studio Play occasionally teleporting across the map
several seconds after the simulation starts. -
Undoing a delete in Studio restores attached custom components, such as a
camera’s lens settings. -
Fixed Studio’s Edit mode drawing a phantom
PlayerSpawnergizmo in places
without a spawn point. -
Adding a Server Script, Client Script, or Script Handles in Studio keeps the
current viewport selection.
Thanks @x64
How to remove script from an Instance (and how to add script handles) -
The skybox face importer accepts images named
SkyboxBk,SkyboxDn,
SkyboxFt,SkyboxLf,SkyboxRt, andSkyboxUp. -
Fixed orientations near vertical pitch angles snapping to axis limits in
Properties and inOrientation. -
The Properties inspector shows the
CharacterTuningcomponent on theWorld
root in newly created places.
Thanks @Jediweirdo
The toggle able ragdoll -
Fixed first-person and mouse-locked cameras in Studio playtests stopping after
about half a turn.
Thanks @Evrayne
https://forum.luduvo.com/t/2705 -
Fixed camera scripts lagging a frame behind the simulation and custom
field-of-view values resetting.Orientationwrites andLookAtcalls now
steer orbit and fly cameras, and camera lens properties accept writes from
client scripts.
Thanks @Lots007
https://forum.luduvo.com/t/4149
Thanks @empire
https://forum.luduvo.com/t/4787 -
Players.CharacterAddednow reaches client scripts. On servers it fires after
PlayerAdded, so leaderstats created inPlayerAddedexist when characters
spawn.
Thanks @Vadimosolo
https://forum.luduvo.com/t/3198
Thanks @0v3r5e3r
https://forum.luduvo.com/t/2747 -
Fixed
Players.PlayerRemovingnever firing in client scripts. -
Events a server sends from
PlayerAddednow reach client scripts. -
Fixed
player.Characternot returning the player’s character, which broke
kill bricks that check it. The property is now read-only.
Thanks @use3289
https://forum.luduvo.com/t/4279 -
Resolved
Query:Refresh()crashing Studio on queries over built-in tags such
asSpawnPoint,Character, orAnchored.
Thanks @Thanark
https://forum.luduvo.com/t/4948 -
A
World.Eachloop kept in a variable runs every time, not just the first.
Thanks @Cva
https://forum.luduvo.com/t/4855 -
Copies made with
Instance:Clone()keep their assigned tags, and their welds
and joints point at the copy rather than the original. Cloned characters are
not bound to the original player. -
Fixed a crash when a signal handler disconnects other handlers of the same
signal. Later handlers are skipped once an earlier one destroys the object. -
The script timeout now stops endless loops that fire signals or run during
Studio playtests. -
Fixed some tag names crashing the server or using excessive memory.
-
Fixed setting one property of a light, surface override,
Health, or movement
settings from a script resetting the other properties to zero. -
Physics.OverlapSphere,Physics.OverlapBox, andPhysics.Shapecastreturn
counts that match#results, andPhysics.Raycastskips the part the ray
starts inside. -
Fixed physics overwriting script writes to
VelocityorAngVelocityon
active bodies. -
Visible = falsehides 3D instances such as Decals, andDynamicMesh:Apply
renders on objects created withInstance.new. -
Custom component fields holding an
Instancepoint at the right instance on
clients. -
Fixed calls dropping the arguments after a
nilpassed in the middle, such as
Content.Fetch(id, nil, callback). -
Fixed the default character walk animation never firing its
Stepanimation
event marker.
Security
- Game clients and servers drop connections that send oversized or corrupt
packets, and reject malformed place, model, texture, and mesh files on load.