Dialogue System 1.6.8 Released!

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
User avatar
Tony Li
Posts: 22062
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 1.6.8 Released!

Post by Tony Li »

Version 1.6.8 is now available on the Pixel Crushers customer download site and should be available on the Asset Store in 7-10 days. If you'd like access to the Pixel Crushers customer download site, please PM me your Asset Store invoice number.

This is primarily a maintenance and bugfix release, but a fairly big one. It also has some handy new features such as additional display options for the conversation node editor, including:
  • A Home option to jump to the top left of the canvas.
  • Custom node colors per actor.
  • End-of-conversation indicators to make it easier to see at a glance which nodes end the conversation.
  • Cross-conversation link count for links that lead to other conversations.
(Other options recently added include toggling actor images and actor names.)

I personally prefer simple, Mecanim-style nodes, but you can really load up the canvas with options if that's more to your liking:

Image

The Variables section also now uses a reorderable list, making it much easier to reorder variables. And it highlights variable name conflicts:

Image

At runtime, Conditions now also show the result of their last evaluation, to make it easier to debug if a trigger isn't firing when you expect:

Image

Version 1.6.8
Core:
  • Dialogue Editor:
    • Added option: Per-actor colors for conversation nodes.
    • Added option: Show end-stubs on nodes that end conversations.
    • Added: Cross-conversation link indicators show number of cross-conversation emanating from node.
    • Added: Home button to node editor.
    • Improved: Variables section has more user-friendly reorderable list.
    • Improved: Variables section highlights conflicts when variables have the same name.
  • Added: Localize Text Mesh component.
  • Added: Quest Log Window Hotkey component.
  • Added: [LuaScriptWizard] and [LuaConditionsWizard] script variable attributes.
  • Improved: Added several new Continue Button modes to Dialogue Manager. NOTE: Not Before PC & Optional Before PC changed to Not Before PC Autoresponse & Optional Before PC Autoresponse.
  • Improved: Localized Text Table editor now uses flexible height text areas.
  • Improved: Conditions show value of last check at runtime.
  • Improved: Persistent Destructible: Added option to spawn prefab instance when destroyed.
  • Improved: Fade() sequnecer command now also fades over Unity UI.
  • Improved: Persistent Position Data now logs more info when Dialogue Manager’s Debug Level is Info.
  • Improved: AbstractUIResponseMenuControls.ShowResponses is now virtual.
  • Changed: OnBarkStart & OnBarkEnd are now also sent to Dialogue Manager.
  • Changed: Dialogue Manager's Preload process no longer starts & stops first conversation.
  • Fixed: LuaInterpreter failed to parse trailing semicolons on 'if...end' blocks.
  • Fixed: QuestLog.SetTrack() now also updates tracker.
  • Fixed: Addressed Unity 5.6 deprecated API warning for AudioWWW() sequencer command.
  • Fixed: After an entry with Response Menu Sequence, subsequent entries wouldn't play Response Menu Sequences.
  • Fixed: Intermittent editor issue with Condition drawer.
  • Unity UI:
    • Improved: Typewriter Effect now supports randomized audio clips.
    • Fixed: Response button text now automatically strips pause codes.
Third Party Support:
  • Action-RPG Starter Kit: Improved to handle Mecanim player configurations.
  • Chat Mapper: Added option to reset node positions when importing.
  • ICE: Added integration instructions to manual.
  • ORK Framework: Added Get & Set Quest State steps.
  • Realistic FPS Prefab:
    • Added Save Position checkbox to FPS Lua Bridge. You no longer need to use Persistent Position Data or Persistent Smooth Mouse Look components.
    • Added Persistent Dead Body and Unregister NPC On Destroy components.
    • Updated to handle deprecated OnLevelWasLoaded API.
  • S-Inventory: Fixed bug with persistent item groups and vendors during scene changes; added SInventory Dialogue Events.
  • TextMesh Pro: Updated for new TextMesh Pro version published by Unity Technologies; changed: Deprecated TextToTextMeshPro component.
  • Third Person Controller:
    • Added DamageEvent script for triggering barks & other actions
    • Added tpcDamage() Lua function.
    • Added option to wait specified number of frames before applying save/load data.
hellwalker
Posts: 112
Joined: Tue Jan 19, 2016 11:37 pm

Re: Dialogue System 1.6.8 Released!

Post by hellwalker »

Awesome! I love this!
Thank you for adding option to color the nodes per actor. With multiple actors per scene and some custom events associated with them, this will really help me tell them apart.
User avatar
Tony Li
Posts: 22062
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System 1.6.8 Released!

Post by Tony Li »

Just a forewarning that the color choices are a bit limited. The Dialogue Editor uses the same color palette as Unity's Animator Controller window (i.e., Mecanim). Unfortunately, this palette only has a handful of colors. But hopefully it's enough to differentiate what you need to tell apart.
hellwalker
Posts: 112
Joined: Tue Jan 19, 2016 11:37 pm

Re: Dialogue System 1.6.8 Released!

Post by hellwalker »

It sped up my polishing time a lot, very easy to spot actors whose lines I need to add sounds or music etc.
Also love the new variables view. Much easier to work with.
User avatar
Tony Li
Posts: 22062
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System 1.6.8 Released!

Post by Tony Li »

Great to hear it! The whole editor interface will get an update eventually, but I wanted to start with the variables and get feedback first. So far, feedback has been all positive!
Post Reply