* By marking an action as asynchronous, the actions and sub-events following it will wait for it to end. This is similar to the "Wait X seconds" action.
* Don't forget to use the action *"End asynchronous function"* in the events to mark the end of the action. Otherwise, the action will never end.
* Actions/conditions/expressions made with events in the editor can be marked "private": they can be used inside the extension (or inside the behavior), but can't be used in the scene events sheet.
* This is useful to share some "internal" logic that you don't want to make available from the events sheet.
Don't show the rest in the changelog:
This was because the OnceTriggers were shared with the runtime scene. Now each behavior has its set of Once Triggers. This means that Once Triggers "survive" if the behavior is deactivated then activated again.
Added integration test for generated behavior
Fix#1843