Dialogue System 2.2.34 Released

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Tony Li
Posts: 21961
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 2.2.34 Released

Post by Tony Li »

Big release!

Release Notes:

Core:
  • Changed: Conditional() Lua function now uses a bool for the condition parameter, not a string.
  • Improved: Added search bar to Dialogue System Trigger conversation selection, [ConversationPopup] attribute to allow filtering of conversation titles.
  • Improved: BarkGroupManager now has CancelAllBarks() method; can now pass null to MutexBark() to hide all barks in group.
  • Improved: AudioWait() sequencer command methods are now virtual.
  • Improved: Typewriter effects now accepts <c>\n</c> to represent newlines in Full/Quarter Pause Codes fields.
  • Improved: LocalizeUI now localizes TMP_Dropdown components.
  • Improved: Added DialogueManager.instance.overrideGetLocalizedText delegate hook.
  • Improved: StandardUIMenuPanel.SetResponseButton now sets response property before calling StandardUIResponseButton.SetFormattedText.
  • Improved: Now logs warning if StandardUIResponseButton text is blank.
  • Improved: ConversationModel.SetParticipants() is now public to allow changing conversation's actor & conversant GameObjects mid-conversation.
  • Improved: TextMeshProTypewriterEffect now calls ForceMeshUpdate with every character in case UI element is being animation (e.g., scale).
  • Improved: Now supports running in batch mode. (Define BATCH_MODE scripting symbol.)
  • Improved: Importers (articy, Arcweave, Chat Mapper) sync from any sync'ed DBs before importing.
  • Fixed: Implemented workaround for inspector bug in Unity 2022.2
  • 2022.3.
  • Fixed: Issue with custom sequence field dropdown menu items.
  • Fixed: Continue() sequencer command now only advances its own conversation, not all active conversations, unless you pass 'all' as parameter.
  • Fixed: Subtitle panel Block Input Duration doesn't start until panel's Show animation has finished.
  • Fixed: Now uses localized name for portrait names that appear in Show On Conversation Start.
  • Fixed: Cached bark lines now observe markup tags.
  • Fixed: LuaConditionWizard inspector rendering when using Odin Inspector.
  • Fixed: Evaluation version's Welcome Window would set USE_YARN scripting define symbol, causing error when switching to Asset Store version if Yarn Spinner was not installed.
  • Fixed: DialogueSystemSaver.ResetGameState now clears quest tracker HUD.
  • Dialogue Editor: Link order is now shown on node link arrows by default. / Tooltip hover link order
  • Dialogue Editor: Added option to include conversation title in every dialogue entry row in voiceover script export.
  • Dialogue Editor: Added option to hide filtered-out actors in Actors section.
  • Timeline: Added Run Lua clip.
Third Party Support
  • Adventure Creator: Added Pause action, Force Cursor Visible During Conversations checkbox on bridge component.
  • Arcweave:
    • Added support for runtime import.
    • Team plan users can now download Arcweave project updates into importer using Arcweave web API.
    • Now observes character assignments dragged onto dialogue elements in Arcweave, unless overridden by "Speaker:name".
    • Now imports custom fields added to actors and locations.
    • No longer creates group nodes for connections without text.
    • Improved behavior of Merge checkbox.
    • Importer now handles null jumper elementId's.
    • Celtx:
    • Custom breakdown types now use custom type name for field title.
    • Multiple breakdowns in same node are now concatenated into the relevant breakdown field.
    • Added option for Gameplay elements to be imported as their own dialogue entry nodes.
  • Ink: Mixing Ink conversations and regular dialogue database conversations now allows regular conversations to fully evaluate all links.
  • i2 Localization:
    • Refresh button now clears internal list of which fields to include/exclude from localization.
    • Now disables checkboxes for fields that shouldn't be localized (e.g., Boolean, Number).
    • Now allows localization of Localization field types.
    • Added option to include conversation ID/title with custom field values in dialogue entry terms.
  • Localization Package:
    • Fixed issue with updating actor names when switching locales.
    • Added option for DialogueManager.GetLocalizedText() to use translations in the Localization Package's string tables.
  • Makinom: Start Conversation node can now specify a different starting entry ID.
  • ORK: Added orkGetQuestTaskStatus() Lua function.
  • Emerald AI: Finds proper location of new Faction Data asset.
  • PlayMaker: Fixed inconsistent line endings message caused by LuaTableEnum.cs.
  • RPG Builder:
    • Changed: rpgGainExperience() is now rpgAddSkillExperience().
    • Added Stop NPC During Conversation, Bypass Interaction Panel options to NPC Dialogue System setup. (See manual page for known issue.)
    • Added Lua functions: rpgAddCharacterExperience(); get/set RPGQuest states; get values of stats, abilities, skills.
    • Added rpgMerchant() and rpgTeleport() sequencer command.
    • Quest tracker is no longer shown in main menu scene.
    • Addressed issue with save system and respawning.
    • Added quest example to demo prefabs.
  • Text Animator: Updated for Text Animator 1.3.x.
  • TopDown Engine: Added AllowUINavigationDuringConversations component to re-enable input after closing Inventory Engine UI during conversation.
  • Yarn: Fixed import issue that set nodes' Sequence fields to Continue() when they shouldn't be.
Yubaba
Posts: 38
Joined: Thu Oct 08, 2020 9:37 pm

Re: Dialogue System 2.2.34 Released

Post by Yubaba »

This is so good!! Constant thank yous for your incredible, constant, support!
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