This fixes the fact that acceleration wasn't treated as acceleration over time, but was instant acceleration.
4.5 KiB
Changelog
This document lists new features, improvements, changes, and bug fixes in every release of the add-on.
Master
- Acceleration for agents are multiplied by delta so values are acceleration per second. The demos' values have been increased significantly to compensate.
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. UseGSAIUtils.vector2_to_angle
for 2D use cases.GSAIMatchOrientation
and its subclasses likeGSAIFace
andGSAILookWhereYouGo
now include ause_z
property. It should betrue
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 theAvoidCollisionsDemo
. - Unused and undocumented variable
_body_type
has been removed fromSpecializedAgent
Bug fixes
- Fixed
GSAIKinematicBody3DAgent
andGSAIRigidBody3DAgent
trying to useglobal_position
instead oftransform.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.
- The specialized agents now use WeakRef internally to prevent crashes when their
body
is freed. RigidBody2DAgent
now properly connects to physics updates.
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.
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) toGSAI*
(Godot Steering AI). - Removed
GSTNode2DAgent
,GSTNodeAgent
, andGSTSpatialAgent
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.
- For specialized steering agents,
- Renamed
GSAIRigidBodyAgent
andGSAIRigidBodyAgent
toGSAIRigidBody3DAgent
andGSAIRigidBody3DAgent
respectively.- 3D nodes like
Sprite
,KinematicBody
, etc. are being renamed toSprite3D
,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.
- 3D nodes like
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
andRigidBody2DAgent
. - For 3D games,
KinematicBody3DAgent
andRigidBody3DAgent
.
- For 2D games,
- 9 Godot demos to learn straight from the code.
Manual
To get started, check out the framework's manual.
There, you can also find the full code reference.
Note: we generate the code reference from docstrings in the source code with GDScript Docs Maker.