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update Open Source Docs from Roblox internal teams
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content/en-us/assistant/overview.md

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@@ -10,77 +10,40 @@ export const sections = [
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content: [
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{
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title: "Assistant for Studio",
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description: "In Studio, Assistant can act directly on your data model to write scripts, insert and modify objects, and automate repetitive tasks so that you can focus on content creation.",
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description: "In Roblox Studio, Assistant can act directly on the data model to write scripts, insert and modify objects, and automate repetitive tasks so that you can focus on creation.",
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image: "/assets/assistant/AssistantStudioExample.png",
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links: [
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{ text: "Docs", href: "assistant/guide"}
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buttons: [
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{ text: "Assistant for Studio guide", href: "assistant/guide"}
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]
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},
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{
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title: "Assistant in the documentation",
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description: "Assistant is available directly from the documentation, in the upper navigation bar.",
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description: "Assistant is available directly from the documentation. Ask it to clarify concepts, provide sample code for a use case, or compare and contrast approaches to a problem.",
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image: "/assets/assistant/AssistantDocumentationSite.png"
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},
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]
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}
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];
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{sections.map((section, index) => (
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<Grid item xs={12} key={index}>
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{section.title && (
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<Typography variant='h1'>{section.title}</Typography>
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)}
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<Grid xs={12} key={index}>
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<div style={{ marginTop: 16, marginBottom: 48 }}>
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{section.description && (
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<p>{section.description}</p>
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)}
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{section.buttons && section.buttons.map((button, btnIndex) => (
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<Button
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key={btnIndex}
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style={{ marginTop: 8, marginRight: 24 }}
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variant="contained"
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color="secondary"
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size="large"
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href={button.href}
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>
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{button.text}
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</Button>
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))}
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</div>
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{section.stats && (
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<Grid item xs={12} sm={12} md={12} lg={12} style={{ textAlign: "center", marginTop: -96, marginBottom: 96 }}>
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<Grid container spacing={4}>
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{section.stats.map((stat, index) => (
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<Grid item xs={12} sm={6} md={4} key={index}>
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<Card variant="filled">
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<CardContent>
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<Typography variant="hero" color="info">{stat.header}</Typography>
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<Typography component="p" variant="h2">{stat.description}</Typography>
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</CardContent>
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</Card>
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</Grid>
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))}
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</Grid>
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</Grid>
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)}
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{section.content.map((section, index) => (
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<Grid container spacing={8} key={index} style={{ marginTop: 24 }}>
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<Grid item xs={12} md={5}>
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<Grid item xs={12} md={6}>
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<div>
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<h2>{section.title}</h2>
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<p>{section.description}</p>
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<div style={{ marginTop: 24, marginBottom: 48 }}>
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{section.links && section.links.map((link, linkIndex) => (
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<a href={link.href} key={linkIndex}>
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<Typography variant='buttonLarge'>{link.text}</Typography><br />
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</a>
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))}
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{section.buttons && section.buttons.map((button, btnIndex) => (
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<Button
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key={btnIndex}
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style={{ marginRight: 24, marginBottom:24 }}
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variant="contained"
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color="primary"
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color="secondary"
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size="large"
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href={button.href}
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>
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</div>
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</div>
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</Grid>
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<Grid item xs={12} md={7}>
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<Grid item xs={12} md={6}>
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<img
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style={{ width: '100%', height: 'auto' }}
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src={section.image}
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alt={section.title}
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/>

content/en-us/cloud-services/data-stores/error-codes-and-limits.md

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</tbody>
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</table>
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In addition to the above throughput limits, Roblox organizes data into partitions based on an internal schema. As a result, when the backend server receives a high volume of requests to the same data store, it can result in further throttling. Regardless of the cause, throttling manifests as either `DatastoreThrottled` or `KeyThrottled` errors, depending on whether the throughput limit was exceeded for a single data store or a key. These error messages apply to both ordered and standard data stores.
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<Alert severity="info">
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For every request, Roblox rounds throughput up to the next kilobyte. For example, if you write 800 bytes and 1.2 KB in two requests, Roblox counts that as 3 KB total throughput (1 KB and 2 KB, respectively).
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</Alert>

content/en-us/environment/global-wind.md

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description: The global wind vector sets the direction and strength that wind blows through an experience, affecting terrain grass, dynamic clouds, and particles.
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---
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The `Class.Workspace.GlobalWind|GlobalWind` vector sets the direction and strength that wind blows through an experience, affecting terrain grass and dynamic clouds. You can set it as a [constant vector](#global-wind-vector), or adjust it through [scripting](#scripted-effects) to create cyclical gusts of wind. Additionally, you can influence [particles](#particle-influence) to follow the global wind vector.
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The `Class.Workspace.GlobalWind|GlobalWind` vector sets the direction and strength that wind blows through an experience, affecting [terrain grass](../parts/terrain.md#grass-animation) and [dynamic clouds](../environment/clouds.md). You can set it as a [constant vector](#global-wind-vector), or adjust it through [scripting](#scripted-effects) to create cyclical gusts of wind. Additionally, you can influence [particles](#particle-influence) to follow the global wind vector.
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<video src="../assets/lighting-and-effects/aero-fluid-dynamics/Global-Wind-Showcase.mp4" controls width="100%" alt="Video of wind blowing clouds and grass across rolling hills in the 3D world"></video>
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<Alert severity="warning">
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To see the effects of global wind in an experience, you'll need to enable [animated terrain grass](../parts/terrain.md#grass-animation) and/or [dynamic clouds](../environment/clouds.md).
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</Alert>
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## Global wind vector
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Global wind is controlled through The `Class.Workspace.GlobalWind|GlobalWind` vector is a property of `Class.Workspace` and you can edit it directly in Studio, or set it through [scripting](#scripted-effects).
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To set the global wind vector in Studio:
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1. In the **Explorer** window, select the top-level **Workspace** service.
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1. In the **Explorer** window, select the top-level `Class.Workspace` service.
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<img src="../assets/studio/explorer/Workspace.png" width="320" alt="Workspace object shown in Explorer window of Studio" />
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1. In the **Properties** window, locate the **GlobalWind** property and set an **X**, **Y**, and **Z** value for its direction and strength.
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1. In the **Properties** window, locate the `Class.Workspace.GlobalWind|GlobalWind` property and set an **X**, **Y**, and **Z** value for its direction and strength.
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<img src="../assets/studio/properties/Workspace-GlobalWind.png" width="320" alt="GlobalWind property shown in Properties window of Studio" />
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<Alert severity="info">
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Note that the speed of [animated grass](../parts/terrain.md#grass-animation) — but not its vector direction&nbsp;— will be reduced if the player has toggled on the **Reduce&nbsp;Motion** [accessibility](../production/publishing/accessibility.md#reduced-motion) setting from the Roblox or in‑experience **Settings** menu.
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</Alert>
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## Particle Influence
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Particles emitted by a `Class.ParticleEmitter` will follow the global wind vector as long as the emitter's `Class.ParticleEmitter.WindAffectsDrag|WindAffectsDrag` property is enabled and its `Class.ParticleEmitter.Drag|Drag` property is greater than&nbsp;0. `Class.Fire` and `Class.Smoke` instances follow the wind vector by default.
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Particles emitted by a `Class.ParticleEmitter` will follow the global wind vector as long as the emitter's `Class.ParticleEmitter.WindAffectsDrag|WindAffectsDrag` property is enabled and its `Class.ParticleEmitter.Drag|Drag` property is greater than `0`. `Class.Fire` and `Class.Smoke` instances follow the wind vector by default.
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<img src="../assets/studio/properties/ParticleEmitter-WindAffectsDrag.png" width="320" alt="Drag and WindAffectsDrag properties shown in Properties window of Studio" />
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