Releases: meniku/NPBehave
Releases · meniku/NPBehave
Bugfixes + New Randomized Nodes
- Fixed problem that events were not properly send when a value changed on a parent blackboard.
- Fixed Problem that Behavior Tree could not be properly stopped in a certain state
- Fixed Unit Tests for Unity < 5.5
- Added new example: "Reusable Subtrees"
- Added experimental "Randomised Selector & Sequence
- several README fixes
Bugfix Release
- Fixes with leaking timers and update observers in various nodes. When you stop your tree, nothing is active anymore.
- Reduce garbage collector stress in editor mode
- Added “Clock Throttling” example
- Fix that in “Observer” node, that was never failing even if it’s child failed
- README Fixes
New Node Type, Condition Enhancement, Debugger Eye-Candy and A lot of new Documentation
- new WaitForCondition Decorator: waits with exeuction of the child until the condition turns true
- added
stopRules
parameter to Condition node (check the Stops Rules for details about how to use this) - more debugger eye-candy by Xerious aka Sam
- debugger doesn't indent decorators anymore
- A lot of new README sections and reworked the Debugger documentation graphic (see below). Documentation is now basically complete - at least for the README.
Critical Bugfix, Syntactic Sugar, New Features & Debugger Improvements
BUGFIXES
- FIXED SERIOS BUG in BlackboardCondition: It returned always false after execution of it’s decorated node, even when it’s execution was actually successful
FEATURES
Blackboard
can now be accessed by[]
-operator and nicerSet<T>
Methods. See the updated README-File for examples. Thanks @Sam for this contribution.Wait
-Node: Added ability to wait for Blackboard Value or Lambda Results in “Wait” NodeAction
-Node: Added “singleFrameFunc” constructor to Action-Node, allowing to add simple actions that can fail
DEBUGGER IMPROVEMENTS
- Added “Collapsing” of Container Nodes
- Added Ability to display custom statistics
- Recently Failed/Stopped nodes are now visible in the Debugger Window
- Added ability to adjust Timescale while debugging
Thanks @Sam for the great foundation
Better Debugger Visualization & Experimental NavMoveTo Task
- Better Debugger Visualization
- Experimental NavMoveTo Task
Update for Unity Asset Store
- Fix bug in Failer node
- rename Operator.ON_CHANGE to Operator.ALWAYS_TRUE (previous name was confusing)
- Active nodes are now green in the debugger
- Fixed README-Typo