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If you relied on this behavior, please correct your calls of the function and explicitly specify the white color value. If in doubt or if you run into issues, leave us a comment and we'll look into it.
Changes to Lua Pause()/Unpause() functions
Prior to XR 4.20 Beta 1 it was required that each call to the Pause() function in Lua has a corresponding Unpause() call to actually unpause the game. Since this is error prone (i.e. if you miss a single Unpause() call, the game would still be paused and you'd have to restart the game since there's no way to recover from that state), we decided to change the design (see
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It won't matter how often you call Pause() or Unpause(). The last call dictates whether the game is paused or not. Note that the Pause()/Unpause() calls change the pause-state depending on their parameter. Hence a call to Unpause(true) will only unpause the pause state of Pause(true) (or correspondingly the case where the player hit the pause key) while Unpause(false) (or simply Unpause()) only changes the pause state of Pause(false) (or Pause()).
If you relied on the old behavior (i.e. have the corresponding number of Pause()/Unpause()-calls required), please update your script accordingly and/or let us know about your use-case so we can figure out alternative ways for you.