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.
- 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.