godot-steering-ai-framework/CHANGELOG.md
2020-02-11 12:56:24 -06:00

2.9 KiB

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.

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.