I’ve been working on a complete rewrite of the Roblox API Reference, which is
why it hasn’t been updating. Until it’s finished, the new website can be
previewed here, for now:
Is passing a buffer directly to MessagingService/DataStore actually better?
Mandatory compression means that a size check is required, which means double
encoding. Also does base64, which has worse size overhead than base85 via Luau.
For specialized data, the developer will be able achieve higher info density way
better than general compression ever could. I’d argue that the compression step
should be skipped entirely.
This is fine. I’m okay with the events that are unfolding currently.
“Fixed” it. There’s some rewind logic that stops new builds from being displayed
until Roblox says they’re live. It seems to malfunction when a build hash
appears more than once in the deploy history. Fixed by disabling rewind, so
diffs can now be enjoyed before they go live.
LiveBind: A quick and dirty plugin to make tag bindings to aid with development.
As an example, a binding that fills in terrain based on parts is included.
In Roblox Studio, Ctrl+R “rotates” around the normal of the focused surface.
Ctrl+T uses the axis that is nearest aligned to the camera’s local X axis, so
that it “tilts” towards the camera.
If you need to simulate something, such as an assembly, you can call
RunService:Run() and :Stop() from the command bar. It even respects undo/redo.
Keep in mind that the whole place is simulated.
Latest obsession: building houses realistically. Most of it will be abstracted
away in an actual build, but doing it this way informs the layout of the house.
For example, the stairway in this image isn’t ideal, because its headroom
conflicts with the roof (1.5-story house).