godot-steering-ai-framework/CHANGELOG.md

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# Changelog #
This document lists new features, improvements, changes, and bug fixes in every release of the add-on.
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## Godot Steering AI Framework 2.0.0 ##
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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.
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### Features ###
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- There is now a main scene with a demo picker, so you can select and play any demo on the fly.
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- 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.
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### 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.
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### Bug fixes ###
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- GSTFollowPath no longer loops back around itself on open paths when `predict_time` is non-zero.
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## Godot Steering AI Framework 1.0.0 ##
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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).