The FlxFSM demo has a bug where collecting the super jump while on the ground and jumping results in a regular jump, and all jumps after are super jumps. the state stack won't remove transitions from the current state until you leave that state. this was added to prevent issues where you could not escape the current state, for instance in the demo, if you landed a jump onto the powerup you would never leave the jump state, since Jump->Idle was removed.
This adds the ability to immediately remove transitions when desired and when deemed safe by the dev
The FlxFSM demo has a bug where collecting the super jump while on the ground and jumping results in a regular jump, and all jumps after are super jumps. the state stack won't remove transitions from the current state until you leave that state. this was added to prevent issues where you could not escape the current state, for instance in the demo, if you landed a jump onto the powerup you would never leave the jump state, since Jump->Idle was removed.
This adds the ability to immediately remove transitions when desired and when deemed safe by the dev