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Releases: HexagonNico/Godot-FiniteStateMachine
Release list
2.2
Release 2.2
State machines can now detect animation changes if an AnimationPlayer node is provided.
If a reference to an AnimationPlayer node can now be given to the FiniteStateMachine node, the animation_started, animation_finished, and animation_changed signals will be connected to the state machine and will call the on_animation_started, on_animation_finished, and on_animation_changed functions in the current state.
If no animation player is given, these methods won't be called an no error will be logged to keep compatibility with existing code.
Additional changes:
- Updated example scene
- Optimized svg icons
Patch 2.1.2
Version 2.1.1
Added state_entered and state_exited signals to the base StateMachineState class.
Version 2.1
Updated finite state machine script
- Added a setter function for
current_state. - Added a
previous_statefunction to change the current state to the previous one.
Patch 2.0.1
The states used by the state machine nodes are now cached for future access - Resolves Issue #1
Patch 1.1.1
The states used by the state machine nodes are now cached for future access - Resolves Issue #1
Release 1.1
Backported plugin from Godot 4.0+ to Godot 3.5+
Release 2.0
Release 1.0
Initial release.
Contains FiniteStateMachine node and State nodes