Releases: KadeTheExploiter/Krypton
Releases · KadeTheExploiter/Krypton
v1.7
Krypton Patch Notes
- Completely Reworked The Animator Handler (Again)
- Rewrote the entire documentation
- Removed the KBM Custom Movement
- Fixed the mobile movement
- New Settings, to lazy to mention them but you can figure them out!
- Optimized
ExtractNumbers
,FindAccessory
,RecreateAccessory
,SetUpHatConfig
and that big if statement forAccessoryFallbackDefaults
- Probably reduced the filesize.
- Fixed taunts from base rig animations.
- Removed Gelatek.
- Camera Bugfixes.
- Improved if checks, short‐circuit evaluation exist in Lua apparently.
- Changing
WaitTime
below 0.16 will automatically change it to 0/1 to speed things up. - Now brings your character on the first load.
KadeAPI Notes
- Added
GetJoints()
,GetWeld()
- Now returns with the module.
v1.6
- Heavily optimized memory use
- Fixed Memory leak caused by
GetInstanceWithTime
- Loading CPU use reduced
- Switched general functions such as
BetterFindFirstChildOfClass
to the basic C functionsgame.FindFirstChildOfClass
for better performance, thanks @Paficent - Script now waits for the game to load.
- Rewrote
OnCameraChange
andReturnOnDeath
- Optimized animation handler
- No more death sounds upon respawn.
Love you guys! <3 - Kade.
v1.5.1
- Fixed majority of the functions in
KadeAPI
- Added
AccessoryFallbackDefaults
- Added
OverlayFakeCharacter
KadeAPI.CallFling()
now checks if target has been flung, if the target did it will automatically switch to next target- Sped up loading,
- Improved the chances of the character to teleport on loading (Better claiming in other words.)
- Added Fedora rig to the default hats
- Further Optimization
Check documentation for extra stuff
v1.5
- Kade API, Helpful for converting, to get to know about it further check out the documentation
- Hat CFraming Optimization
- Bug fixed
Attempted to index nil with MeshId
andArePlayersNearby
not working properly. - Genesis Alike flinging (Only able to be called from KadeAPI.CallFling function )
- More If checks for reliablity
- Small yield in character creating.
ArePlayersNearby
now checks for multiple models.
1.402ab
- FIXED THE MASSIVE PERFOMANCE ISSUE, IM SORRY.. PLEASE FORGIVE ME 😭 ... for context i misunderstood table.create
1.402a
- Fixed Issues with stability
- Optimized Memory Usage
- Probably fixed
ArePlayersNearby
to 100% - In general code tweaks
- Uglier code
v1.4.0a
- Added Mobile Support Yay!
- Improved
ArePlayersNear, RecreateAccessory, OnCharacterAdded, SetCameraTarget and GetFirstPart
- Fixed a bug where seating would just yield the reanimate
- Extra Optimization for camera, teleporting, and some minor tweaks in the code.
- Made the reanimate more reliable
- Fixed Random yielding caused by
ArePlayersNear and SetCameraTarget
- Checks for camera updates
- Faster loading by 0.7 seconds.
- Added Debug Options:
ForceMobileMode, ForceDesktopMode
Accessible through only code.
v1.3.02c-release
- Optimized random stuff around the reanimate
- Made some parts more easy to read
- Clearing all the tables upon cancelling the reanimate
- Reduced file size and changed calculations
- Using
game:GetService()
for reliability and less file size
v1.3.02b-release
- Parenting the rig to Terrain to index it easier.
- Added checks if reanimate is already running.
v1.3.02-release
- Heavily optimized these functions:
OnPreSimulation, OnPostSimulation, OnInputChange, OnCharacterAdded
- More in general code optimization.
- Got rid of some locals, they were using memory for no reason.
- Cleaner code in some parts
- Bug fixed flinging issues
- Changed some default settings