# Changelog # This document lists new features, improvements, changes, and bug fixes in every release of the add-on. ## 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 (Ctrl Shift F) 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 F11. ### 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).