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@ -23,8 +23,6 @@ BTSubtree instantiates a :ref:`BehaviorTree<class_BehaviorTree>` and includes it
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Returns the status of the subtree's execution.
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Subtree blackboard variables can be mapped to the main tree blackboard plan variables. Check out mapping section in the inspector.
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Note: BTSubTree is designed as a simpler loader, and does not support updating :ref:`subtree<class_BTSubtree_property_subtree>` at runtime. A custom subtree decorator is better suited and `somewhat trivial <https://github.com/limbonaut/limboai/issues/94#issuecomment-2068833610>`__ to implement.
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.. rst-class:: classref-reftable-group
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@ -93,10 +93,3 @@ Creating your own behavior trees
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:glob:
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classes/class_*
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Debugging behavior trees
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~~~~~~~~~~~~~~~~~~~~~~~~
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In Godot Engine, follow to "Bottom Panel > Debugger > LimboAI" tab. With the LimboAI debugger,
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you can inspect any currently active behavior tree within the running project. The debugger can be detached
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from the main editor window, which can be particularly useful if you have a HiDPI or a secondary display.
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@ -6,7 +6,6 @@
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<description>
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BTSubtree instantiates a [BehaviorTree] and includes its root task as a child during initialization, while also creating a new [Blackboard] scope.
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Returns the status of the subtree's execution.
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Subtree blackboard variables can be mapped to the main tree blackboard plan variables. Check out mapping section in the inspector.
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Note: BTSubTree is designed as a simpler loader, and does not support updating [member subtree] at runtime. A custom subtree decorator is better suited and [url=https://github.com/limbonaut/limboai/issues/94#issuecomment-2068833610]somewhat trivial[/url] to implement.
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</description>
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<tutorials>
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@ -3,8 +3,8 @@
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major = 1
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minor = 1
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patch = 0
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status = ""
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doc_branch = "v1.1.0"
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status = "rc"
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doc_branch = "latest"
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# Code that generates version header
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