- StateMachine messages in Unity profiler
- Assert when the transition target state is not a part of the state machine
- ConcurrentStateMachine wrapper for StateMachine
- StateMachine multi-threaded modes
- StateMachines are no longer thread-safe!
- Thread-safe stateMachine might be included as a wrapper later For now, you have to handle the thread-safety yourself, eg. by using locks.
- Hierarchical and Orthogonal states must now list their subStates during initialization.
- State field values can now be displayed in StateMachineWindow
- Options include all fields, or just those marked witb [ShowField] attribute
- Bug related to exiting an orthogonal state