beehave
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🐝 behavior tree AI for Godot Engine
## Description I added the option to set `process_node` to the `BeehaveRoot` script. It has a few options: * `PHYSICS_PROCESS`: Current behavior * `IDLE`: Process ticks in `_process` * `MANUAL`:...
**Is your feature request related to a problem? Please describe.** I'm prototyping a game that I plan to modify the behavior tree during runtime. I think it would be helpful...
When updating the version of the plugin file (only on godot-3.x and godot 4.x branches), automatically generate a tag and push a release with generated release notes + generated discussion....
**Is your feature request related to a problem? Please describe.** When running games with behavior trees it is difficult to follow what is currently happening within it. Setting breakpoints within...
Create a new release pipeline that publishes Github releases when pushing a new tag to Github.
Currently, there is no way of telling if a change will break this addon or not. Introduce unit tests to ensure that any new PR will not break existing logic....
**Is your feature request related to a problem? Please describe.** I have a sequence. Something like: - Get the closest object - Walk to the closest object - Interact with...
## Description I want to bring the change proposed and accepted here: https://github.com/bitbrain/beehave/pull/11/files#diff-fcaf318832e297e308d45827bfd3ccc205e55ec90d7af8a35d142cdc856e4918 to Godot 4 ## Checklist - [x ] changes performed compatible with Godot 4.x (raised in a...
**Is your feature request related to a problem? Please describe.** There doesn't seem to be a way to notify an action that it needs to perform some cleanup due to...
**Is your feature request related to a problem? Please describe.** Some common nodes are suitable for making as scenes and built-in , and users can quickly use them by instantiating...