mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-25 11:17:13 +01:00
81 lines
4.1 KiB
Markdown
81 lines
4.1 KiB
Markdown
|
# Changelog #
|
||
|
|
||
|
This document lists new features, improvements, changes, and bug fixes in every release of the add-on.
|
||
|
|
||
|
## Godot Steering AI Framework 2.1.0 ##
|
||
|
|
||
|
### Features ###
|
||
|
|
||
|
- There is now an `Arrive3d` demo to showcase 3D movement.
|
||
|
|
||
|
### Improvements ###
|
||
|
|
||
|
- All the demos got a bit of attention to improve their feel.
|
||
|
|
||
|
### Changes ###
|
||
|
|
||
|
- `GSAIUtils.vector3_to_angle` now uses the vector's X and Z components to determine angle. Use `GSAIUtils.vector2_to_angle` for 2D use cases.
|
||
|
- `GSAIMatchOrientation` and its subclasses like `GSAIFace` and `GSAILookWhereYouGo` now include a `use_z` property. It should be `true` when using 3D so that facing will be done with the X and Z components.
|
||
|
- The README now mentions a simple way to install the framework.
|
||
|
- Exposed `agent_count` inside the `AvoidCollisionsDemo`.
|
||
|
|
||
|
### Bug fixes ###
|
||
|
|
||
|
- Fixed `GSAIKinematicBody3DAgent` and `GSAIRigidBody3DAgent` trying to use `global_position` instead of `transform.origin`.
|
||
|
- The `SeekFleeDemo`'s boundaries will now match the size of the screen.
|
||
|
- Fixed error when double clicking an item in the DemoPicker.
|
||
|
- Fixed the background sometimes not covering the entire viewport in demos.
|
||
|
|
||
|
## Godot Steering AI Framework 2.0.0 ##
|
||
|
|
||
|
This release brings one new feature and bug fix, and breaking changes to the framework as we renamed all the classes.
|
||
|
|
||
|
**Important**: we renamed all classes from GST\* to GSAI\* (Godot Steering AI). When you upgrade the framework in your project, use the project search and replace feature in Godot (<kbd>Ctrl</kbd> <kbd>Shift</kbd> <kbd>F</kbd>) to find and replace `GST` with `GSAI`.
|
||
|
|
||
|
If you were using `GSTKinematicBodyAgent` or `GSTRigidBodyAgent`, search and replace them respectively with `GSAIKinematicBody3DAgent` and `GSAIRigidBody3DAgent`.
|
||
|
|
||
|
We decided to make this change as soon as possible, as the framework was released a few days ago.
|
||
|
|
||
|
### Features ###
|
||
|
|
||
|
- There is now a main scene with a demo picker, so you can select and play any demo on the fly.
|
||
|
- The demo projects now support resizing and toggling fullscreen with <kbd>F11</kbd>.
|
||
|
|
||
|
### Improvements ###
|
||
|
|
||
|
- We handled all warnings in the framework, so using it won't add warnings to your projects.
|
||
|
|
||
|
### Changes ###
|
||
|
|
||
|
- Renamed all classes from `GST*` (Godot Steering Toolkit) to `GSAI*` (Godot Steering AI).
|
||
|
- Removed `GSTNode2DAgent`, `GSTNodeAgent`, and `GSTSpatialAgent` classes.
|
||
|
- For specialized steering agents, `GSAIKinematicBody2DAgent`, `GSAIRigidBody2DAgent`, or their 3D equivalent.
|
||
|
- If you intend to write your own movement system instead of using Godot's, the base class `GSTSpecializedAgent` is there to help you.
|
||
|
- Renamed `GSAIRigidBodyAgent` and `GSAIRigidBodyAgent` to `GSAIRigidBody3DAgent` and `GSAIRigidBody3DAgent` respectively.
|
||
|
- 3D nodes like `Sprite`, `KinematicBody`, etc. are being renamed to `Sprite3D`, `KinematicBody3D`, etc. in the upcoming Godot 4.0 release, to be consistent with 2D nodes. We decided to rename them now instead of breaking compatibility in a future release.
|
||
|
|
||
|
### Bug fixes ###
|
||
|
|
||
|
- GSTFollowPath no longer loops back around itself on open paths when `predict_time` is non-zero.
|
||
|
|
||
|
## Godot Steering AI Framework 1.0.0 ##
|
||
|
|
||
|
This is the first major release of the framework. It comes with:
|
||
|
|
||
|
- All the essential steering behaviors: `Arrive`, `AvoidCollisions`, `Blend`, `Cohesion`, `Evade`, `Face`, `Flee`, `FollowPath`, `LookWhereYouGo`, `MatchOrientation`, `Priority`, `Pursue`, `Seek`, `Separation`.
|
||
|
- Group behaviors and detecting neighbors.
|
||
|
- Blending and prioritized behaviors.
|
||
|
- Specialized types to code agents based on physics bodies:
|
||
|
- For 2D games, `KinematicBody2DAgent` and `RigidBody2DAgent`.
|
||
|
- For 3D games, `KinematicBody3DAgent` and `RigidBody3DAgent`.
|
||
|
- 9 Godot demos to learn straight from the code.
|
||
|
|
||
|
### Manual ###
|
||
|
|
||
|
To get started, check out the framework's [manual](https://www.gdquest.com/docs/godot-steering-toolkit/).
|
||
|
|
||
|
There, you can also find the full [code reference](https://www.gdquest.com/docs/godot-steering-toolkit/reference/).
|
||
|
|
||
|
*Note*: we generate the code reference from docstrings in the source code with [GDScript Docs Maker](https://github.com/GDQuest/gdscript-docs-maker).
|
||
|
|