Upgrading your project to the latest script API versionEdit
You can decide which version of the API to use by going in the administration tab (little gear icon in the top right corner of the home tab of your project).
It is highly recommended to always use the latest version, obviously.
New projects always use the latest version by default. Existing projects are not automatically migrated though.
Version 5 (Runtime 220.127.116.11 - aka CraftStudio Beta)Edit
Strict global variables are now enabled. This means you can't assign a value to a non-local variable in a function, unless it has already been assigned a value at the root of a script.
This helps avoid accidental global variables which are common place in Lua, by making sure you actively declare your globals as such.
declaredVariable = nil function MyFunction() -- Declared global variable: Works declaredVariable = 5 -- Local variable: works local myVariable = 5 -- Undeclared global variable: Raises an error undeclaredVariable = 5 end
Version 4 (Runtime 0.1.29.0)Edit
This version changes the signature of GameObject:GetScriptedBehavior()
In previous versions, GameObject:GetScriptedBehavior() would accept a string representing the full path of the script whose corresponding behavior was to be returned.
For better consistency with GameObject:CreateScriptedBehavior() and other functions, GameObject:GetScriptedBehavior() now accepts a reference to the script itself.
self.gameObject:GetScriptedBehavior( "Folder/Some Script" )
Should be rewritten as:
self.gameObject:GetScriptedBehavior( CraftStudio.FindAsset( "Folder/Some Script" ) )
Version 3 (Runtime 0.1.14.0)Edit
This version fixes the sign of Vector3:Forward() and Vector3:Left().
In previous versions, Vector3:Forward() returned (0,0,1) which is inconsistent with XNA's coordinate system. Starting with version 3 of the API, Vector3:Forward returns a vector with a value of (0,0,-1).
Same goes for Vector3:Left() which returned (1,0,0) instead of (-1,0,0).
Vector3:Up() remains unchanged as it was already properly defined as (0,1,0).
Version 2 (Runtime 0.1.6.0)Edit
This version introduces an initial version of the Quaternion class and make it the default for Transform:Rotate and Transform:RotateLocal.
Existing code using Transform:Rotate / Transform:RotateLocal with euler angles should either switch to Transform:RotateEulerAngles / Transform:RotateLocalEulerAngles or use quaternions.
Quaternions are mathematical objects made of four components (often named X, Y, Z and W) but you can think of them as some kind of opaque, magic object describing orientations efficiently. You can compose orientations by multiplying two quaternions (the order is important, composing A * B doesn't give the same resulting orientation as B * A).
Version 1 (Runtime 0.1.4.0)Edit
This version introduces several math classes that provide useful operations: Vector3, Ray, Plane.
Transform:SetPosition, Transform:SetLocalPosition, Transform:SetLocalScale, Transform:SetLocalEulerAngles, Transform:Move, Transform:MoveLocal, Transform:MoveOriented, Transform:Rotate and Transform:RotateLocal now take a Vector3 as an argument instead of 3 numbers.
Previously you would have written:
self.transform:SetLocalPosition( 10, 5, 3 )
The new version should read:
self.transform:SetLocalPosition( Vector3:New( 10, 5, 3 ) )
Version 0 (Runtime 0.1.3.0 and earlier)Edit