GH: Update docs
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@ -16,9 +16,9 @@ A Behavior Tree (BT) is a powerful hierarchical structure used to model and cont
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> 🛈 See also: [Introduction to Behavior Trees](./doc/getting-started.md).
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> 🛈 See also: [Introduction to Behavior Trees](./doc/getting-started.md).
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![Textured screenshot](doc/images/behavior-tree-editor.png)
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![Textured screenshot](doc/images/behavior-tree-editor-debugger.png)
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![Textured screenshot](doc/images/behavior-tree-debugger.png)
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<!-- ![Textured screenshot](doc/images/behavior-tree-debugger.png) -->
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## Features
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## Features
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@ -79,7 +79,7 @@ Features and improvements that may be implemented in the future:
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- ~~Tests and CI.~~ 🗸
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- ~~Tests and CI.~~ 🗸
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- Expanding the library of commonly useful tasks.
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- Expanding the library of commonly useful tasks.
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- Creating a non-trivial demo project to showcase the capabilities of LimboAI.
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- Creating a non-trivial demo project to showcase the capabilities of LimboAI.
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- Exploring the execution history of Behavior Trees in the Visual Debugger.
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- Exploring the execution history of behavior trees in the visual debugger.
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- Implementing an ignore list for tasks that users may want to hide in the task panel.
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- Per-project ignore list for tasks that users may want to hide in the task palette.
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- GUI editor for state machines.
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- GUI editor for state machines.
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- Supporting GDExtension in the future, once it matures.
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- Supporting GDExtension in the future, once it matures.
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@ -11,6 +11,7 @@
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## TL;DR
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## TL;DR
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- Next section gives a brief explanation of behavior trees.
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- To create your own actions, extend the `BTAction` class.
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- To create your own actions, extend the `BTAction` class.
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- To create your own conditions, extend the `BTCondition` class.
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- To create your own conditions, extend the `BTCondition` class.
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- In-editor class documentation is available. Try searching `BTTask` and `BehaviorTree`.
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- In-editor class documentation is available. Try searching `BTTask` and `BehaviorTree`.
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@ -57,11 +58,11 @@ func _generate_name() -> String:
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func _setup() -> void:
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func _setup() -> void:
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pass
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pass
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# Called when task is entered.
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# Called when the task is entered.
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func _enter() -> void:
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func _enter() -> void:
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pass
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pass
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# Called when task is exited.
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# Called when the task is exited.
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func _exit() -> void:
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func _exit() -> void:
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pass
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pass
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@ -101,7 +102,7 @@ func _setup() -> void:
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_max_distance_squared = distance_max * distance_max
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_max_distance_squared = distance_max * distance_max
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# Called when task is executed.
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# Called when the task is executed.
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func _tick(_delta: float) -> Status:
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func _tick(_delta: float) -> Status:
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var target: Node2D = blackboard.get_var(target_var, null)
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var target: Node2D = blackboard.get_var(target_var, null)
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if not is_instance_valid(target):
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if not is_instance_valid(target):
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