Saves time.
Posts: 38
Saves time.
Posts: 103
Quite unfamiliar with Kanvas (though, the sentence "a lot of stuff" seems interesting), but considering Kiseki has connections with the original Finobe and LRRE and the fact that their modifications could have vulnerability patches, I can say... ***Absolutely.***
Kanvas has a lot lot of features, which there's a lot for me to list them. Kanvas was originally built in .NET and ASP.NET 6, now 8. Please do note that Kanvas is decentralized, as it works in offline and online. Kanvas has some features/functionalities such as:
β
That's all!
Posts: 104
Kanvas has a lot lot of features, which there's a lot for me to list them. Kanvas was originally built in .NET and ASP.NET 6, now 8. Please do note that Kanvas is decentralized, as it works in offline and online. Kanvas has some features/functionalities such as: ## βοΈ Functionality * π§ Teamcreate (being worked on) * Toolbox * Badges * Datastore * Data persistence * Friends (partially works) * Gamepass and Dev Products * Server Console/Owner * Pointservice * Chat styles * Thumbnail and Title (clientsided) * Insertasset Sets * Player Limit ## Launcher * Integrity Checks (disabled due to being buggy) * Afflux (assetdelivery ui-based downloader) * Linux Support * macOS Support * Assetpacks * Asset Access Impersonation * Muted Host * Changing Directories * Local Server Browser * Clear X on Host (such as database-related stuff) * Discord RPC * Accent Color * Custom Emotes * /e caramelldansen * /e thriller * /e kazotsky * Customization/Catalog * Membership switching * Search Feature * Hats aren't merged together to one, instead they are separated for more accessories such as face, waist, back, etc etc. * Packages * Body parts * Outfits * Avatar rendering via RCC * Bodycolors * Categories of Bodycolors such as Classic, Unused, and Modern. * Asset Cache * This caches all the assets you've played during sessions of Kanvas while on internet, useful for playing Kanvas when outside or offline. * Compression * .ZST support * .GZ support * .BZ2 support * Supports compressed assets such as models, maps, etc etc * Studio * Every clients has its own studio * Maps * Pre-included (every years has its own maps) * Search feature * Refresh * Randomizer * Import Map * Load Map * Open Map Location * .ROBLOSECURITY/Cookie * Due to assetdelivery changes which kills unauthorized requests without an account, this has also killed other unmaintained lauchers such as Sodikm. * Use a burner account in order to have assets load. * and more... ## β Not Done * CLI Implementation * URI Implementation * Custom Client Specification * Custom Proxy Server * Old R* Bootstrapper * TeleportService * FFlags Editor * Online Server Browser * Subplaces * R15 ## Clients β ## β Completed * 2007L β * 0.3.634.0, November 2007. * 2008E β * 0.3.764.0, April 2008. * 2008M β * 0.4.2.8, August 2008. * 2008L β * 0.7.6.0, December 2008. * 2009E β * 0.11.8.0, March 2009. * 2009M β * 0.17.15.0, July 2009. * 2009L β * 0.20.12.0, November 2009. * 2010E β * 0.22.5.2, April 2010. * 2010L β * 0.28.0.0, November 2010. * 2011E β * 0.36.1.17, March 2011. * 2011M β * 0.42.0.238, June 2011. * 2011L β * 0.49.0.444, December 2011. * 2012E β * 0.57.0.558, April 2012. * 2012M β * 0.67.0.618, July 2012. * 2012L β * 0.80.0.734, December 2012. * 2013E β * 0.100.0.32485, April 2013. * 2013M β * 0.115.0.36630, August 2013. * 2013L β * 0.132.0.41338, December 2013. * 2014E* β * 0.146.0.45358, April 2014. * 2014M β * 0.159.0.48929, July 2014. * 2014S* β * 0.167.0.51261, September 2014. * 2014L β * 0.178.0.54547, December 2014. * 2015E β * 0.191.1.58048, April 2015. * 2015M β * 0.206.0.62042, July 2015. * 2015L β * 0.224.0.67185, December 2015. * 2016E β * 0.236.0.71257, March 2016. * 2016M β * 0.257.0.83946, August 2016. * 2016L β * 0.270.0.95618, November 2016. ## β Not Done * 2017E β * Presumed to be March 2017 * 2017M β * Presumed to be July 2017 * 2017L β * 2018E β * 2018M β * 2018L β ## Information: * 2014S is a stop-gap client from September 2014. it is used in the case of 2014L unstability, hence why it's called 2014S. * 2014E does not like portmap.io. * 2014L and 2015E has crossplay. * Multiple instances (allows for testing, makes sense since it's a launcher) * For hosting: * 2007L to 2012E is based on studiohosting. * 2012M to 2014S is based on playerhosting. * 2014L and later is based on RCC hosting. That's all!
That sure is "a lot lot" of time saved, I gotta say.
Combine that with Aya/Kiseki's plausible patches followed from LRRE and we've gotten ourselves a magnificent revival with ease. God forbid if they won't open source the clients.
Posts: 103
That sure is "a lot lot" of time saved, I gotta say. Combine that with Aya/Kiseki's plausible patches followed from LRRE and we've gotten ourselves a magnificent revival with ease. God forbid if they won't open source the clients.
I love the greentext reply.
Posts: 4
I mean if it's open source and under a liscene that's usable, why not? Its better than using leaked code XD
Posts: 103
That sure is "a lot lot" of time saved, I gotta say. Combine that with Aya/Kiseki's plausible patches followed from LRRE and we've gotten ourselves a magnificent revival with ease. God forbid if they won't open source the clients.
I've updated the list to be more clearer a little bit. It's also now on Kanvas's discord server roadmap.
Hopefully this may be perhaps one of first posts that's incredibly so large that it doesn't even let Discord post you with this large amount of characters which you had to split into two sections.
Posts: 22
> wdym
Watrabi is extremely inactive, he said he will give us clients, but i don't believe it because MY GOD why is he so slow. Kiseki/Kanvas is like our only hope.
Posts: 41
> wdym Watrabi is extremely inactive, he said he will give us clients, but i don't believe it because MY GOD why is he so slow. Kiseki/Kanvas is like our only hope.
yea it's gotta work somehow..
Posts: 6
Kanvas has a lot lot of features, which there's a lot for me to list them. Kanvas was originally built in .NET and ASP.NET 6, now 8. Please do note that Kanvas is decentralized, as it works in offline and online. Kanvas has some features/functionalities such as: ## βοΈ Functionality * π§ Teamcreate (being worked on) * Toolbox * Badges * Datastore * Data persistence * Friends (partially works) * Gamepass and Dev Products * Server Console/Owner * Pointservice * Chat styles * Thumbnail and Title (clientsided) * Insertasset Sets * Player Limit ## Launcher * Integrity Checks (disabled due to being buggy) * Afflux (assetdelivery ui-based downloader) * Linux Support * macOS Support * Assetpacks * Asset Access Impersonation * Muted Host * Changing Directories * Local Server Browser * Clear X on Host (such as database-related stuff) * Discord RPC * Accent Color * Custom Emotes * /e caramelldansen * /e thriller * /e kazotsky * Customization/Catalog * Membership switching * Search Feature * Hats aren't merged together to one, instead they are separated for more accessories such as face, waist, back, etc etc. * Packages * Body parts * Outfits * Avatar rendering via RCC * Bodycolors * Categories of Bodycolors such as Classic, Unused, and Modern. * Asset Cache * This caches all the assets you've played during sessions of Kanvas while on internet, useful for playing Kanvas when outside or offline. * Compression * .ZST support * .GZ support * .BZ2 support * Supports compressed assets such as models, maps, etc etc * Studio * Every clients has its own studio * Maps * Pre-included (every years has its own maps) * Search feature * Refresh * Randomizer * Import Map * Load Map * Open Map Location * .ROBLOSECURITY/Cookie * Due to assetdelivery changes which kills unauthorized requests without an account, this has also killed other unmaintained lauchers such as Sodikm. * Use a burner account in order to have assets load. * and more... ## β Not Done * CLI Implementation * URI Implementation * Custom Client Specification * Custom Proxy Server * Old R* Bootstrapper * TeleportService * FFlags Editor * Online Server Browser * Subplaces * R15 ## Clients β ## β Completed * 2007L β * 0.3.634.0, November 2007. * 2008E β * 0.3.764.0, April 2008. * 2008M β * 0.4.2.8, August 2008. * 2008L β * 0.7.6.0, December 2008. * 2009E β * 0.11.8.0, March 2009. * 2009M β * 0.17.15.0, July 2009. * 2009L β * 0.20.12.0, November 2009. * 2010E β * 0.22.5.2, April 2010. * 2010L β * 0.28.0.0, November 2010. * 2011E β * 0.36.1.17, March 2011. * 2011M β * 0.42.0.238, June 2011. * 2011L β * 0.49.0.444, December 2011. * 2012E β * 0.57.0.558, April 2012. * 2012M β * 0.67.0.618, July 2012. * 2012L β * 0.80.0.734, December 2012. * 2013E β * 0.100.0.32485, April 2013. * 2013M β * 0.115.0.36630, August 2013. * 2013L β * 0.132.0.41338, December 2013. * 2014E* β * 0.146.0.45358, April 2014. * 2014M β * 0.159.0.48929, July 2014. * 2014S* β * 0.167.0.51261, September 2014. * 2014L β * 0.178.0.54547, December 2014. * 2015E β * 0.191.1.58048, April 2015. * 2015M β * 0.206.0.62042, July 2015. * 2015L β * 0.224.0.67185, December 2015. * 2016E β * 0.236.0.71257, March 2016. * 2016M β * 0.257.0.83946, August 2016. * 2016L β * 0.270.0.95618, November 2016. ## β Not Done * 2017E β * Presumed to be March 2017 * 2017M β * Presumed to be July 2017 * 2017L β * 2018E β * 2018M β * 2018L β ## Information: * 2014S is a stop-gap client from September 2014. it is used in the case of 2014L unstability, hence why it's called 2014S. * 2014E does not like portmap.io. * 2014L and 2015E has crossplay. * Multiple instances (allows for testing, makes sense since it's a launcher) * For hosting: * 2007L to 2012E is based on studiohosting. * 2012M to 2014S is based on playerhosting. * 2014L and later is based on RCC hosting. That's all!
(post deleted by author)