28 Apr 2011

Behave 1.3 released

After quite a long break (including shifting around at utech, doing a Path release etc.), Behave is finally getting another update!

This release is primarily a bugfix and editor polish release. One thing I’d like to highlight though is the addition of agent blueprints. From the changelog:

- Added agent blueprints – connecting to agent handlers through virtual methods rather than reflected handlers.

Generally this enables you to more explicitly tie up handlers and cuts down on tree initialization time. Oh and of-course you gain auto-completion when setting up your handlers.

Anyway, here’s the whole changelog:

  • Fixed priority selector init flag resetting.
  • Fixed reference handling on tree renaming and deletion.
  • Fixed references still pointing at old collection post collection duplication.
  • Fixed compilation of actions and decorators with non-integral float parameters.
  • Fixed GUI list behaviours.
  • Fixed passing context back and forth between referenced trees and referrer.
  • Fixed reordering connections not causing save state to be set.
  • Various GUI tweaks.
  • Runtime optimisations.
  • Enabled scrolling of the tree list in the debugger window.
  • Exposed Tree.ReflectForwards.
  • Added Tree.ResetForwards.
  • Added agent blueprints – connecting to agent handlers through virtual methods rather than reflected handlers.
  • Made connections selectable in the tree editor via the connection nub.
  • Moved connection managing from the inspector to the tree editor, where it is more visible and handy.
  • Added support for disabling connections – for faster, less destructive debugging.
  • Double-click reference component to jump to referenced tree.
  • Changed “Cannot update unregistered tree” handling from an exception to an error message. Still need more info.
  • Now showing string and float parameters in the tree editor if either is set.

You’ll find a link to the package in the download section. Have fun!

Unity forum thread.

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