# Changelog

## 2026.08.27-r1

### Added
- `Path.to` option `avoid_unpass` to skip live unpass tiles such as shop windows and closed doors.

### Changed
- Planner travel and world-route walking use `avoid_unpass`.
- Same-floor corridor gaps up to 12 tiles stay ordinary walks; only floor changes and larger jumps become transitions.
- Transition checkpoints sit on or next to the stair or portal.
- Starting a hunt resets leftover world-route navigation so it cannot fight the recorded path.
- World-route graphs use the hunt path range and retry a step when the client is already walking.
- Transition tiles refresh from the live map when the cached stack is empty.
- Kiting caches line-of-sight tiles, tries each stand once, and holds still without a new path.

### Deprecated
- _(none)_

### Breaking
- _(none)_

## 2026.08.26-r30

### Added
- Portal snapshot. Public API is the generated catalog from this tree.

### Changed
- _(none)_

### Deprecated
- _(none)_

### Breaking
- _(none)_

## Earlier: 2026.08.21-r2 (incomplete)

Notes copied from the old starter kit. They are not a complete history of later revisions.

### Added
- High-level Lua SDK: engine, player/local player, inventory, NPC, movement, skills, math, packet, memory, data, path, kite, and navigator.
- Static catalogs, walk grid, typed inbound decoders, and attack/follow/loot/trade helpers.
