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Show branches created at runtime #204

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DarkMessiah
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Addressed issues

Fixes #203

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Godot_v4.1-stable_win64_Vgtzn0O0GS.mp4

@bitbrain
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@DarkMessiah As discussed, this solution may not consider children getting added further down in the tree but only to the root level. I will do further testing on this to verify.

We may also want to add some rudimentary unit tests for this which also would close #188

Refer to the GDUnit docs as well as the unit testing docs on how to do that.

@hunttis
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hunttis commented Nov 8, 2023

I can confirm that this does not consider children getting added further into the tree. My Behavior Tree structure is such that I have a movementTree, where the moveBehavior gets children based on the role of the character, let's say "leaderMovement" and "followerMovement". These do not show up.

@hunttis
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hunttis commented Dec 3, 2023

This is still relevant for me. I've put the project using beehave on pause for the time being. I've tried looking at the code in this PR, but I don't really understand enough of what's happening to fix it myself.

If you could give me a general idea on what needs to happen there, I can try to fix it.

Also, if it helps, I can make another minimal project that replicates this issue.

bitbrain pushed a commit that referenced this pull request Jan 21, 2024
@bitbrain
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Closing this, as this has been implemented by #301 instead.

@bitbrain bitbrain closed this Jan 21, 2024
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Branches created into the behavior tree at runtime do not show up in the debugger
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