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v2.0.0

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@Pyseph Pyseph released this 29 Jul 00:57
· 27 commits to main since this release
  • The packet chart's pie chart UI now animates upon opening a packet frame.
    https://github.com/user-attachments/assets/62a81e2f-d035-4d07-b091-b520e1a9a69b
  • "Packet data: ..." has been replaced with "Remote call 1: ..." for better intuition on what it means.
  • Every remote call is now under a separate container for the same reason as above.
    image
  • Reworked how the remote naming module works: it now allows the module to output multiple remote calls from different remotes, which will make it possible for remote compression libraries such as Zap - who compress multiple remote calls into one - to decompress the remote data, and have it displayed on the packet profiler as individual remotes.
  • When using the in-game profiler, you can resize one, or both, axes of the packet chart UI by dragging the ends of the frame.
  • The buttons for the in-game profiler are now positioned on the right side of the screen, due to Roblox's topbar having occluded the buttons previously.
  • Slightly updated the syntax highlighting to highlight curly brackets, and how buffers were highlighted.
  • The packet frame tooltip now has its position clamped in order to not leave the screen viewport.
    image
  • The first parent of the RemoteEvent is now included in the remote name, as to more easily see which category the remote belongs to.
  • Buffers now have each byte read as a uint8 for easier debugging.
    image
  • You can hover over parts of the pie chart, which will highlight that area. I've yet to come up with a good idea on what pressing it should do 🙂
  • The packet chart UI now adjusts its sizes based on whether the scroll bar is visible, to maximize space usage.
  • The packet chart UI and packet profiler UI now use "bytes" and "kilobytes" respectively, instead of their abbreviations, for better readability.
  • Slightly modified the packet chart UI to be more sleek.
  • Fixed a bug where some instances could break the richtext rendering, if named with one of the characters used by the richtext markup format.
  • Reworked parts of the code for better readability.
  • Removed the RichText render cap due to Roblox changing how the limit is counted.