- Acceleration for agents are now multiplied by delta in order to make acceleration be per second instead of instant. The demos' values have been increased significantly to better fit with reality.
-`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`.
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.
- 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.