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v2.2.1 (2022-02-28)

  • Fixed Path:Destroy()
    • Properly handles the deletion of visual waypoints
    • Automatically stops further execution when destroyed
  • Updated reference link

v2.2.0 (2022-01-29)

  • Fixed bug with Path.WaypointReached
    • Emerges if Path:Run() is binded to both Path.WaypointReached and Path.Reached for a Humanoid
    • Before the final waypoint, Path.WaypointReached is fired and immediately after Humanoid.MoveTo (then Path.Reached) gets fired almost simultaneously
    • Path.Run executed within the scope of Path.WaypointReached to finish after Path.Reached gets fired
    • Fix: Path.WaypointReached will not fire for the second-last waypoint for Humanoid agents
  • Added feature to configure settings for individual agents
    • Overridden settings can be passed as a dictionary to the constructor
  • Added a new setting: Settings.JUMP_WHEN_STUCK
    • By default, the agent attempts to jump if it gets stuck in the same position for Settings.COMPARISON_CHECKS + 1
    • This can now be disabled and can be handled as needed
  • Added a new ErrorType: SimplePath.ErrorType.AgentStuck
    • Use this ErrorType to define new behavior when Settings.JUMP_WHEN_STUCK is set to false
  • Minor edits to the documentation

v2.1.2 (2022-01-17)

  • Path:Destroy() now makes the object completely empty
  • Fixed some linting errors

v2.1.1 (2022-01-15)

  • Update link in modulescript

v2.1.0 (2022-01-15)

  • Fixed error when Path is destroyed
  • Fixed error if Path is still referenced after being destroyed