What’s wrong:
With version 4.0.10, ABPath.calculatePartial has no effect.
How to fix:
replace “return;” at 556th line of ABPath.cs with “break;”
What’s wrong:
With version 4.0.10, ABPath.calculatePartial has no effect.
How to fix:
replace “return;” at 556th line of ABPath.cs with “break;”
Hi
Thank you for the bug report. I will include the fix in the next version.
It was hiding one more bug: you also need to add “return;” after line 435 in the same file.
If you don’t, " currentR = pathHandler.heap.Remove();" at line 445 will try to remove element from empty collection if starting point is inside obstacle.
Thank you too. I saved more time with your library than I spent at fixing it
Hi
Yep. I also found that bug when I was fixing the one you reported.
Also I think instead of just replacing the return for the first fix, I think the whole region should be changed to
// Any nodes left to search?
if (pathHandler.heap.isEmpty) {
if (calculatePartial && partialBestTarget != null) {
CompleteState = PathCompleteState.Partial;
Trace(partialBestTarget);
} else {
Error();
LogError("Searched whole area but could not find target");
}
return;
}
If you just change it to break then it will still add an error message to the error log.