Releases: AkiKurisu/AkiBT
Version 1.5.0
What's Changed
- Merge
AkiBT.DSL
by @AkiKurisu in #12 - Fix
UnityEngine.Object
serialization warning in NodeData. - Save
BehaviorTreeSetting.asset
toProjectSettings
folder now.
Full Changelog: v1.4.9...v1.5.0
Version 1.4.9
What's Changed
- Extend
NavMeshAgent
behaviors. - Editor will identify node type need update and recover missing class (update types should be registered in
APIUpdateConfig
).
Full Changelog: v1.4.8...v1.4.9
Version 1.4.8
What's changed
- Dispose node and unbind all internal shared variables in behavior tree instance at runtime.
- Fix
v1.4.7
build error.
Full Changelog: v1.4.7...v1.4.8
Version 1.4.7
What's Changed
-
Fix
v1.4.5
build bug. -
Fix null reference exception in BehaviorTreeSetting.GetMask.
-
Fix not save shared variables modification in the BehaviorTreeCompont Inspector.
-
Add
BlackboardComponent
by @AkiKurisu in #9. -
Editor will keep serialized data of missing class node.
Full Changelog: v1.4.6...v1.4.7
Version 1.4.6
What's Changed
-
BehaviorTreeData
will serialize a copy ofNodeData
in order to recover node's position when class missing. -
Breaking Change: Node's editor information (description, guid and position) need be re-serialized.
Full Changelog: v1.4.5...v1.4.6
Version 1.4.5
What's Changed
- Update Sample by @AkiKurisu in #5
- Add Subtree feature by @AkiKurisu in #6
- Remove update by ScriptableObject (old is
BehaviorTreeSO
) - Change class structure, uses
BehaviorTree
as run instances, useIBehaviorTreeContainer
as data holder - Change
BehaviorTree
serialization structure to fix children loss when class is missing - Fix
SharedVariable
may be null when building withBehaviorTreeBuilder
or instance manually created
Very Important
v1.4.5
has a big breaking change so that all behavior tree created before can not be compatiable with this version.
Full Changelog: v1.4.4...v1.4.5
Version 1.4.4
What's Changed
- Optimize
FieldResolver
, supportArray
field. - Optimize
DragDropManipulator
. - Completely remove
InitVariable
method.
Full Changelog: v1.4.3...v1.4.4
Version 1.4.3
What's Changed
- Add an initialization call after behaviorTreeSO deserialized.
- Always enable runtime reflection variable binding.
- Add extend behaviors, located in a new assembly.
- Add BehaviorTreeBuilder for build tree by code.
- Add new variable types, support Vector2, Vector2Int and Vector3Int.
Editor Update
- Fix Dropdown bug of SharedTObjectField from Unity 2022 version.
- Add duplication for BlackboardRow
- Auto save scene variable.
- Add IsExposed in
SharedVariable
to control whether show in Editor. - Add APIUpdater to solve
SerializeReference
type missing problem when change namespace, assembly or class name.
Full Changelog: V1.4.2...v1.4.3
AkiBT Version 1.4.2
ChangeLog
English
- Add option to use reflection for initializing variables
- Add scope based global variables
- Shared variable now can be edited at runtime, debug is more convenient
- External tree can now used in behavior tree component directly
中文
- 添加使用反射初始化变量的选项
- 添加基于作用域的全局变量
- 共享变量现在可以在运行时编辑,调试更方便
- 外部树现在可以直接在行为树组件中使用
AkiBT Version 1.4.1
Change
- Add Object Wrapper to use IMGUI if field is not supported in UIElement (See API.md)
- Double left click asset to quickly open customized EditorWindow
- Prevent modifying original asset when click SaveToSO
- Add ScrollView for BlackBoard
- Use Dropdown button to select group in setting window
- Cache UnityEngine.Object GUID instead of instanceID, you can serialize UObject (in Editor) using Json Serialization now
- Add Composite Stack Node, more flexible but experimental since stack node can not contain anthother stack node
- Add Auto Layout Button, you can now quickly format layout
Notice
Should be noticed that this update will change the file structure so you should delate old version than import new version unitypackage !