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update Open Source Docs from Roblox internal teams
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content/en-us/cloud/webhooks/webhook-notifications.md

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@@ -23,6 +23,7 @@ Roblox currently supports the following event triggers for notifications:
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- **Subscription Purchased** - When a user purchases a subscription, a message is sent containing the subscription and subscriber.
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- **Subscription Refunded** - When a user receives a refund for their subscription, a message is sent containing the subscription and subscriber.
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- **Subscription Renewed** - When a user renews a subscription, a message is sent containing the subscription and subscriber.
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- **Subscription Resubscribed** - When a user resubscribes to a subscription, a message is sent containing the subscription and subscriber.
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- ["Right to be forgotten"](https://gdpr.eu/right-to-be-forgotten/) data deletion requests under the General Data Protection Regulation (**GDPR**).
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For more information on subscription events and their fields, see the [Cloud API Subscription](../../cloud/reference/Subscription) reference.

content/en-us/production/promotion/experience-guidelines.md

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</tr>
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<tr>
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<td>**9+**</td>
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<td>Content is generally suitable for ages 9 and up. May contain repeated mild violence, heavy unrealistic blood, and/or mild crude humor.</td>
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<td>Content is generally suitable for ages 9 and up. May contain repeated mild violence, heavy unrealistic blood, mild crude humor, and/or mild fear-based content.</td>
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</tr>
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<td>**13+**</td>
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<td>Content is generally suitable for ages 13 and up. May contain repeated moderate violence, light realistic blood, moderate crude humor, and/or unplayable gambling content.</td>
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<td>Content is generally suitable for ages 13 and up. May contain repeated moderate violence, light realistic blood, moderate crude humor, unplayable gambling content, and/or moderate fear-based content.</td>
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</tr>
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<td>**17+**</td>
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For example, mild scary elements can include loud or heavy breathing, sounds of a pounding heart, shrieking or screaming, creepy-looking NPCs, jump scares, ominous music, and/or gameplay that builds suspense; moderate scary elements can include NPCs with disfigured mouths with realistic blood, lack of flesh with realistic-looking connective tissues, organs, and/or blood vessels visible, realistic open wounds and/or leaking/bleeding eyes with realistic blood.
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<BaseAccordion>
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<AccordionSummary>
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<Typography variant="label1">Moderate Examples (Not Suitable for Young Readers)</Typography>
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</AccordionSummary>
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<AccordionDetails>
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The following images meet the moderate criteria for fear-based content.
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<GridContainer numColumns="3">
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<figure>
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<img width="100%" img src="../../assets/promotion/misc/ModerateFear-Blocky.png" alt="" />
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<figcaption>Includes visible organs, blood vessels, and leaking/bleeding eyes.</figcaption>
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</figure>
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<figure>
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<img width="100%" img src="../../assets/promotion/misc/ModerateFear-NoFlesh.png" alt="" />
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<figcaption>Includes realistic blood and a lack of flesh.</figcaption>
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</figure>
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<figure>
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<img width="100%" img src="../../assets/promotion/misc/ModerateFear-BloodyEyes.png" alt="" />
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<figcaption>Includes realistic open wounds and leaking/bleeding eyes.</figcaption>
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</figure>
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</GridContainer>
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</AccordionDetails>
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</BaseAccordion>
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<br></br>
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After you specify the level of intensity, the questionnaire asks you to specify whether the frequency of the fear-based content within your experience is **occasional** or **repeated**. Occasional scary elements occur either rarely or occasionally, such as at a couple key moments of the experience. Repeated scary elements either indicate that fear-based content occurs often, or that it occurs rarely, but when it does occur, many scary elements happen in quick succession.
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<Alert severity="info">

content/en-us/reference/engine/enums/PoseEasingStyle.yaml

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deprecation_message: ''
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items:
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- name: Linear
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summary: ''
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summary: 'Poses interpolate linearly between key frames.'
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value: 0
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tags: []
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deprecation_message: ''
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- name: Constant
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summary: ''
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summary: 'Poses do not interpolate but snap to the key frame indicated by the `Enum.PoseEasingDirection`.'
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value: 1
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tags: []
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deprecation_message: ''
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- name: Elastic
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summary: ''
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summary: 'Pose interpolation will overshoot like it is elastic.'
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value: 2
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tags: []
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deprecation_message: ''
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- name: Cubic
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summary: ''
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summary: 'Deprecated - Use `Enum.PoseEasingStyle.CubicV2`. Pose interpolation is a cubic curve between keyframes based on the `Enum.PoseEasingDirection`.'
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value: 3
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tags: []
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deprecation_message: ''
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deprecation_message: 'Use CubicV2 going forward, Cubic has a bug where the direction is reversed between the editor and runtime.'
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- name: Bounce
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summary: ''
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summary: 'Pose interpolation produces a bounce like effect between key frames.'
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value: 4
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tags: []
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deprecation_message: ''
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- name: CubicV2
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summary: ''
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summary: 'Pose interpolation is a cubic curve between keyframes based on `Enum.PoseEasingDirection`.'
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value: 5
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tags: []
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deprecation_message: ''

content/en-us/studio/testing-modes.md

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<img src="../assets/studio/general/Test-Tab-Emulation-Player.png" width="840" alt="Player emulator button indicated in Test tab" />
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1. Click the **Player** button to open the emulator window.
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1. Toggle on **Enable Test Profile** in the window. Emulation will remain as toggled (enabled or disabled) even if you close the window.
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1. Lower down in the window, the following options are available:
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- **Locale** lets you emulate a [localized](../production/localization/index.md) language while playtesting.
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- **Region** lets you emulate a player's country/region while playtesting; this selection may impact other toggles and checkboxes in the window as outlined in `Class.PolicyService:GetPolicyInfoForPlayerAsync()|GetPolicyInfoForPlayerAsync()`.
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1. Start playtesting in either **Play** or **Play&nbsp;Here** mode to test the chosen settings.
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With the emulator window open, toggle on **Enable Test Profile**. Emulation will remain as toggled (enabled or disabled) even if you close the window.
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Lower down in the window, commonly used options include:
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<table>
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<thead>
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<tr>
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<th>Option</th>
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<th>Description</th>
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</thead>
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<tbody>
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<td>**Locale**</td>
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<td>Lets you emulate a [localized](../production/localization/index.md) language while playtesting.</td>
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</tr>
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<td>**Pseudolocalize**</td>
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<td>Swaps out characters with similar but slightly different characters so that it's easy to identify which strings are going through the [translation](../production/localization/index.md) system. Enabling this helps you identify **unlocalized** text without having to change the emulation language. For example:<ul><li><Typography variant="body1">`Bloxy Cola` &nbsp;&rang;&nbsp; `ßℓôж¥ Çôℓá`</Typography></li><li><Typography variant="body1">`Dominus Empyreus` &nbsp;&rang;&nbsp; `Ðô₥ïñúƨ É₥ƥ¥řèúƨ`</Typography></li></ul></td>
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<td>**Elongate**</td>
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<td>Elongates text strings by a factor defined via the slider. For example:<ul><li><Typography variant="body1">`Bloxy Cola` &nbsp;&rang;&nbsp; `Bloooxyy Coolaa` (50% longer)</Typography></li><li><Typography variant="body1">`Dominus Empyreus` &nbsp;&rang;&nbsp; `Doomiinuus Eempyyreus` (30% longer)</Typography></li></ul>Using elongation helps you identify places where your user interfaces might not be able to handle text that's longer than the default translated text. Note that Spanish is on average 30% longer than English and the equivalent for German is even longer. Also note that this only affects text that goes through the [translation](../production/localization/index.md) system.</td>
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<td>**Region**</td>
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<td>Lets you emulate a player's country/region while playtesting; this selection may impact other toggles and checkboxes in the window as outlined in `Class.PolicyService:GetPolicyInfoForPlayerAsync()|GetPolicyInfoForPlayerAsync()`.</td>
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</tr>
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</tbody>
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</table>
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## Collaborative Testing
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