Dialogue System 2.1.7 Released

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
User avatar
Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 2.1.7 Released

Post by Tony Li »

Version 2.1.7 is now available on the Pixel Crushers customer download site and should be available on the Unity Asset Store in 3-10 business days. (If you need access to the download site, PM me your Unity Asset Store invoice number.)

Version 2.1.7 Release Notes:
Core:
  • Dialogue Editor:
    • Improved: Can now drag components onto Sequence field to generate sequencer commands.
    • Improved: If holding Shift down while creating a new node, uses same actor assignments instead of swapping.
  • Improved: Standard UI Quest Log Window can optionally use different templates for heading of currently-selected quest.
  • Improved: Added QuestLog and quest log window option to allow only one quest to be tracked at a time.
  • Improved: Added 'x' (remove) button to Dialogue System Trigger > Run Lua Code action.
  • Improved: Added ProximitySelector method RemoveGameObjectFromDetectedList().
  • Improved: Added IncrementOnDestroy option Manually.
  • Improved: Added DialogueManager.ResetDatabase() option with no param.
  • Improved: Custom sequencer commands may now be in any assembly.
  • Improved: OnConversationCancelled message is now sent to participants as well as Dialogue Manager.
  • Fixed: Bug in localization import of quest Display Name and Group.
  • Fixed: Removing database at runtime didn't remove all database contents.
  • Fixed: If Show PC Subtitles and Skip PC Subtitles After Response Menu were both ticked, and response menu was preceded by a blank, non-group node with a zero-length sequence, player's menu choice would still appear as subtitle.
  • Fixed: Did not use player actor's override response menu when conversation had not previously shown a subtitle.
  • Fixed: Can now delete malformed links in Dialogue Editor.
  • Fixed: Input Device Manager System.IndexOutOfRangeException when first importing asset if project's Input Manager is not ready.
  • Fixed: MissingReferenceException if using Camera() sequencer commands with default Main Camera and scene changed during conversation.
  • Fixed: Sequence "+" GameObject couldn't set Alt+drag options.
  • Fixed: Inspector headings in 2019.1+.
  • Fixed: Adjusted VN & JRPG template dialogue UI prefabs' borders to fully cover subtitle panel.
  • Fixed: SetActive() sequencer command can now resolve 'speaker' and 'listener' keywords.
  • Fixed: Bug that occurred when a Continue() sequencer command was marked required and listened for a sequencer message that hadn't occurred yet.
  • Save System:
    • Improved: Added SaveSystem methods LoadAdditiveScene, UnloadAdditiveScene.
    • Improved: Savers can now implement optional ApplyDataImmediate and OnRestartGame methods.
    • Fixed: Moved DiskSavedGameDataStorer initialization code from Start to Awake so other scripts can check for saved games in their own Start methods.
    • Dialogue System Saver: Save Across Scene Changes is now ticked by default; SaveSystem.RestartGame() automatically resets dialogue database.
Third Party Support:
  • Adventure Creator: RememberDialogueSystem script now uses Pixel Crushers Save System component and Savers if present.
  • Invector: Fixed auto equip issue when loading saved games or changing scenes.
  • Opsive controllers: Added uccEquipItem() and uccUnequipItem() Lua functions, updated UCC Saver.
  • Spine: Added support.
  • uMMORPG: Fixed bug in removing items by using AddPlayerItemAmount() with a negative amount.
User avatar
Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System 2.1.7 Released

Post by Tony Li »

Version 2.1.7 is now available on the Unity Asset Store!
Post Reply