Background

RELEASE HISTORY

The journey from Prototype to v2.0.0. See every change we've made to the engine.

πŸŽ‰ What's New: Roblox VSCode v2.0.0

πŸ“ How to Get It & See What's New

Added

Fixed

Changed

πŸ™ How to Link a GitHub Repo

New in v2.0.0: a Team can push its synced project straight to a real GitHub repo, and the owner can grant teammates real collaborator access β€” all from Studio's Teams tab. This only works for a project that already has a Team (see the Teams tab if you haven't created one yet), and only the team owner sees these controls.

  1. Create the repo on GitHub first. Roblox VSCode links an existing repo β€” it doesn't create one for you yet. Make an empty (or existing) repo on github.com under your account or org.
  2. Link it from Studio. Open the plugin panel β†’ Teams tab β†’ πŸ™ GitHub Integration card (owner-only). Type the repo as owner/repo (e.g. someuser/my-roblox-game) and click Link. Only one repo can ever be linked per project β€” if you need to change it, unlink first.
  3. Push your project. Click πŸš€ Push Project to GitHub. This sends the request to your running VS Code bridge, which does the actual work: on the very first push, VS Code will ask you to sign in with GitHub (its own built-in sign-in β€” no separate account or token to manage). Every push after that creates one real commit on the linked repo's default branch containing your current synced files.
  4. Grant a teammate access. Still in the GitHub Integration card, type their GitHub username (not their Roblox username) and click Grant. This is recorded as "pending" immediately; the next time the owner's VS Code is running and connected, it sends a real GitHub collaborator invite via GitHub's API, and the status updates to "βœ… invited" (or "⚠️ failed" if GitHub rejects it β€” e.g. the signed-in GitHub account isn't actually an admin on that repo). Your teammate gets a normal GitHub invite notification/email and accepts it on github.com like any other repo invite.
  5. Unlinking. The same card has an "Unlink Repo" button (click twice to confirm) if you ever need to point the project at a different repo.

Note: pushing and inviting collaborators both require the team owner's VS Code to actually be running and connected β€” Studio's plugin only ever reads/writes the shared record in Firebase, the GitHub API calls themselves always happen from VS Code.


πŸš€ Previous Release: v1.0.2

Added

Fixed


πŸš€ Previous Release: v1.0.1

Added

Fixed


πŸš€ Previous Release: v1.0.0

We're out of Alpha! This release comes from actually testing the full push/pull/conflict workflow end-to-end for the first time and fixing what that turned up, plus a full visual redesign of the Studio plugin, the extension, and the website into one shared "Studio Light" cream/tan look.

πŸ’Ž What's New in v1.0.0

πŸ› οΈ What We Fixed


πŸš€ Previous Release: v0.11.0-Alpha

This update was about trust and control over your sync sessions: conflicts get a real resolution flow instead of a silent coin-flip, failures tell you why, and you get direct control over what syncs and how projects/code move between games.


🌐 Project Links


πŸ’Ž Detailed Overview

1. Conflict Resolution UI

Previously, if a file changed in both VS Code and Studio since the last sync, VS Code's version silently won. Now the conflicting change is held back and you're prompted to Compare & Choose, Keep VS Code Version, or Keep Studio Version β€” with a real diff view before you decide. Anytime a conflict is dismissed, revisit it with "Roblox Sync: Resolve Sync Conflicts".

2. Switch Active Project

Juggling multiple games no longer means restarting the bridge. "Roblox Sync: Switch Active Project" redirects the running server at a different previously-synced project (or a folder you browse to), with a warning if Studio looks like it's actively syncing right now.

3. Selective Sync

"Roblox Sync: Manage Selective Sync (Exclude Rules)" gives you a checkbox picker over your project's folders (plus custom patterns) instead of hand-editing ignorePatterns in settings.json.

4. Shared Library β€” Reuse Code Across Games

Export any script or folder to a local Shared Library (via the command palette or right-click in the Explorer), then import it into any other project with "Import from Shared Library." No more copy-pasting between VS Code windows.

5. Failures Now Say Why

When Studio can't apply a file β€” an unknown root folder, a class-creation error, a bad model import, the wrong instance type β€” the activity log used to just say "❌ Failed: file". It now includes the actual reason, that reason is reported back to VS Code's dashboard, and a file that's permanently given up on after repeated failures gets one clear final message instead of silently vanishing from the queue.

6. A Proper First-Time Setup Check

Installing just the Studio plugin without the VS Code extension used to mean your first "Connect" attempt failed with a bare "Connection Error" and no clue why. The plugin now shows a one-time welcome popup on first launch asking whether you already have the VS Code extension β€” with a copyable download link if you don't.

7. Teams

A new Teams tab in the Studio plugin. Create a team for the project you're working on (one team per project) and add your collaborators by Roblox username β€” or join one that already exists. Every person still runs their own local VS Code↔Studio bridge (there's no shared live session), but Teams adds a shared roster and a "who did what" activity feed on top of that, so you can see who pushed or pulled which file and when. Identity is a self-reported Roblox username (the same trust model the support ticket system already uses), and if you add someone whose install has never been seen connecting before, you'll get a heads-up so you know to check in with them.

8. What We Removed

9. What We Fixed


πŸ“¦ Download & Installation

  1. Get the VS Code Extension from the Official Release Page.
  2. Install the Roblox Plugin from the Roblox Creator Store.
  3. Follow the interactive tutorial that will automatically launch when you first open the tools!

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