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.
- The demo projects now support resizing and toggling fullscreen with <kbd>F11</kbd>.
### 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.