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Changed all C# mentions of arrays to be Lua-friendly **site-wide**
ex: before, it would mention arrays of instances as Instance[], but now it will mention them as {Instance}. This is so that lua programmers know what they're looking at, and so that we can fit multiple class names as needed.
Edited Camera.md to change the "Freecam" typo to "FreeCam"
Added warning about lua's single-thread nature in BaseScript.md, and how to work around it
Environment.md changes:
Added links to nearly every reference of objects in the entire file
Added optional parameter markers for CreateExplosion
Modified CreateExplosion note to be more in depth and specific with wording
Added optional parameter marker for OverlapBox and OverlapSphere
Completely rewrote the Raycast and RaycastAll methods to be more comprehensive
Remade RebuildNavMesh documentation 😭 🙏, please tell me I'm not the only one that laughed when I saw game["Workspace"]
Added optional parameter marker for GetPointOnNavMesh
Rewrote AutoGenerateNavMesh documentation to be more comprehensive
Added more details to PartDestroyHeight's behavior with NPCs and Players
Added extensive explanation as to how RayResult.Normal works in RayResult.md
Added warning about GUI.Visible behavior in GUI.md
Added warning about Tool-descendant scripts and their odd inability to run until the first Tool.Equipped event in Tool.md
merged with the latest pull request (all they did was organize the layout in creator-setup.md 😭)
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I feel like mentioning arrays as |
this is true, but for reasons we may or may not all know about, Lua programmers in Polytoria are predominantly familiar with curly bracket arrays, making it the most convenient of the two. |
Ngl i would find {Instance} more confusing than Instance[] |
How so? From what I understand of luajit and it's syntax, arrays are described with the curly brackets while you retrieve values from indexes with brackets much similarly to it's sibling, lua 5.1. {Instance} visually looks the most practical because of how it's an array {} of objects that inherit Instance. |
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When in Rome, do as the Romans do. If the type system used (or implied) by Polytoria is LuaCATS/EmmyLua style, then keep it that way. When things switch over to Luau, then Luau syntax will take over. It's already in Luau style ( |
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uhhh you edited the pull request template for everyone 😭
| ### AutoGenerateNavMesh:bool { property } | ||
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| Determines whether or not to automatically build a navigation mesh for NPC pathfinding. This property is disabled by default so there are no performance issues with larger maps. | ||
| Determines whether or not to automatically build a navigation mesh from :polytoria-Environment: Environment for {{ classLink("NPC") }} pathfinding. This property is disabled by default so there are no performance issues with larger maps. |
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Environment could be another classLink, instead of just an icon, like NPC
indexxing
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Seems fine, glad a lot more things were changed to be classLinks rather than just basic text
Not sure how to feel about the change from {Instance} to Instance[], I feel like it is less universal, and makes it less readable. Might just be me though
Also I think you edited the PR template instead of including it in your actual PR
Changed all C# mentions of arrays to be Lua-friendly site-wide
ex: before, it would mention arrays of instances as Instance[], but now it will mention them as {Instance}. This is so that lua programmers know what they're looking at, and so that we can fit multiple class names as needed.
-Edited Camera.md to change the "Freecam" typo to "FreeCam"
-Added warning about lua's single-thread nature in BaseScript.md, and how to work around it
Environment.md changes:
-Added links to nearly every reference of objects in the entire file
-Added optional parameter markers for CreateExplosion
-Modified CreateExplosion note to be more in depth and specific with wording
-Added optional parameter marker for OverlapBox and OverlapSphere
-Completely rewrote the Raycast and RaycastAll methods to be more comprehensive
-Remade RebuildNavMesh documentation 😭 🙏, please tell me I'm not the only one that laughed when I saw game["Workspace"]
-Added optional parameter marker for GetPointOnNavMesh
-Rewrote AutoGenerateNavMesh documentation to be more comprehensive
-Added more details to PartDestroyHeight's behavior with NPCs and Players
-Added extensive explanation as to how RayResult.Normal works in RayResult.md
-Added warning about GUI.Visible behavior in GUI.md
-Added warning about Tool-descendant scripts and their odd inability to run until the first Tool.Equipped event in Tool.md
merged with the latest pull request (all they did was organize the layout in creator-setup.md 😭)