Dialogue System 2.2.42 Released

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Tony Li
Posts: 21678
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 2.2.42 Released

Post by Tony Li »

Version 2.2.42 is now live on the Asset Store!

Release Notes:
Core:
  • Added: GotoEntry() sequencer command.
  • Improved: When exporting localization spreadsheets, can now specify entry sort order.
  • Improved: Added subtitle panel visibility option Until Superceded Or Actor Change Or Menu.
  • Improved: Bark On Idle now has Bark On Start and Bark On Enable options.
  • Improved: If conversation state has no NPC entries and exactly one PC response that's blank, it autoplays instead of appearing as blank response menu button.
  • Improved: Dialogue System Trigger > Bark can now specify a dialogue entry.
  • Improved: Dialogue System Trigger initialization optimizations.
  • Improved: Added Text Table Mass Export window.
  • Improved: Sequencer shortcuts can be grouped into user
  • specified submenus.
  • Improved: Added UILocalizationManager.languageChanged event.
  • Improved: When language changes, Dialogue Manager's Display Settings > Localization Settings > Language inspector field reflects change.
  • Improved: When language changes, active conversations' text is now updated to new language.
  • Fixed: Standard UI Menu Panel could ignore block input duration under certain circumstances.
  • Fixed: Standard UI Subtitle Panel > Max Lines now retains rich text codes from lines that it prunes.
  • Fixed: Now gracefully handles error if database has corrupt conversation.
  • Fixed: ConversationHasValidEntry() no longer runs Script fields on group nodes.
  • Fixed: DialogueLua.SetConversationField() threw error.
  • Fixed: TextMeshProTypewriterEffect no longer reports error when first dialogue entry hides dialogue UI.
  • Fixed: Add New Quest Entry Field now checks that field title is not blank.
  • Fixed: Sequences now allow whitespace before '@'.
  • Fixed: When response menu used Block Input Duration, it wouldn't show current response selection as selected even though it was correctly selected.
  • Fixed: Display settings changes (e.g., continue button mode) during conversations when Allow Simultaneous Conversations is ticked and only one conversation is currently active.
  • Fixed: Typo in ConversationStateSaver that caused extra panels to not be reopened.
  • Fixed: Dialogue Editor text on nodes shows basic Menu Text/Dialogue Text, not localized version if Localization.language has been set.
  • Fixed: If Usable GameObject uses a StandardUsableUI and Usable Name changes, name change is reflected in StandardUsableUI.
  • Fixed: When reordering nodes with Depth First option unticked, now reorders breadth first instead of depth first.
  • Save System: Added Max Save Slot option. By default, negative slot numbers will save in first available positive slot number up to Max Save Slot.
Third Party Support:
  • Adventure Creator: Updated RememberDialogueSystem for AC 1.79.
  • Corgi Platformer Engine: Updated example scene for Corgi 8.7.
  • FMOD: Fixed order of cleanup at end of FMODWait().
  • Odin Inspector: Disabled drawing of HelpBoxes in custom inspectors until stack overflow bug in Odin is fixed.
  • Playmaker: Can now specify conversation starting entry by title.
  • Yarn 2: Fixed issue parsing sequences with "
  • >Message()" syntax.
rairun
Posts: 34
Joined: Mon Feb 19, 2018 3:48 pm

Re: Dialogue System 2.2.42 Released

Post by rairun »

Tony Li wrote: Fri Dec 22, 2023 9:42 am [*] Improved: When exporting localization spreadsheets, can now specify entry sort order.
Thank you for implementing this so quickly!
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