Releases: Rick-van-Dam/Pathfindax
v4.0.0
v3.0.1
Merge pull request #83 from Barsonax/feature/projectrestructure Restructured project
v3.0.0
Updated pathfindax to support duality v3
v2.2.2
Improved error handling a bit when creating the pathfinder in duality.
v2.2.1
Merge pull request #76 from Barsonax/v2.2.1 V2.2.1
2.3.0-alpha
v2.3.0-alpha added -alpha to the version to make nuget see it as a prerelease.
v2.2.0
Changes:
-Removed huge overhead that took 50 microseconds even for very short paths on a 320x200 map.
-Optimized pathfinding to be much quicker in general. Largely because the nodes are now structs and through the use of a faster MinHeap implementation.
-Cleaned up tilemap nodegrid generation and added options to skip diagonals and crosscorners. Its also quite alot faster.
-Through the use of a IUpdatableSynchronizationContext you can now use any SynchronizationContext you want.
-Added a surrogate for objects that implement IPath that should prevent serialization of these objects (and thus prevent your scene file to explode in size).
-You can now play with the heuristic for the A* algorithm.
-Lots and lots of unit tests were added.
v2.1.1_hotfix1
Fixed the dependency problem when installing pathfindax in duality
v2.1.1
Removed unneeded dependencies from pathfindax that broke it in duality
v2.1.0
Fixed several bugs such as potential fields incorrectly reporting a path was found while this was not the case. For more info see the v2.1.0 milestone