Version 2.0.1 is available now on the Pixel Crushers customer download site (PM me your Unity Asset Store invoice number for access) and should be available on the Asset Store in 5-10 business days.
Highlights of this release include:
Dialogue Editor keyboard shortcuts and other usability improvements
Improvements to Standard Dialogue UI and Standard Bark UI
Sequencer commands now accept "tag=" keyword to specify GameObjects by tag
articy:draft import improvements (including support for markup text, courtesy of Racoon7)
Motion Controller support (courtesy of Chris Lasting)
Version 2.0.1 Release Notes
Core:
Fixed: 1x to 2x Updater didn’t update ArticyLuaFunctions GUID.
Fixed: LuaInterpreter updated to properly handle OS language number formats in .NET4.6.
Fixed: Dialogue Editor’s Sort > Reorder IDs > All Conversations only updated current conversation; now updates all.
Fixed: Standard UI Dialogue panel no longer plays hide animation when alert appears before dialogue panel is used.
Fixed: Continue buttons on subtitle panels that exist outside the dialogue UI now work.
Fixed: Bug with SetPortrait(speaker,pic=#) using speaker keyword.
Fixed: Now shows correct player portrait if using multiple player actors, starting conversation with a different player actor than in database conversation, and showing on panels start.
Fixed: Player response menu portrait images when changing player actors in cross-conversation links.
Fixed: LocalizeUI wasn’t applying to TextMeshProUGUI.
Improved: DialogueActor added option to only prepend and color actor name.
Improved: ActorSubtitleColor added option to only prepend and color actor name.
Improved: Added Only Show NPC Portraits checkbox to StandardUISubtitlePanel .
Improved: Standard Bark UI now supports portrait images.
Improved: InputDeviceManager added option to not detect & switch to mouse control.
Improved: Sequencer commands now support "tag=" keyword to specify subjects by tag.
Improved: Added several keyboard shortcuts to the node editor.
Improved: Added node editor options to turn confirm deletion on/off, trim whitespace when splitting pipes.
Improved: Added [panel=#] markup tag to specify subtitle panel for dialogue entry.
Third Party Support:
articy:draft:
- Improved: Now converts articy markup to rich text codes (courtesy of Racoon7).
- Improved: Handles Stage Directions As Sequences better if there is also a custom Sequence property.
- Improved: Now converts articy:expresso random() to Lua math.random();
- Fixed: Input & output pins on dialogues (vs. dialogue fragments) are now applied to conversation's input & output entries.
- Fixed: Dialogue database inspector's Reconvert button reloads changes to articy XML before converting.
Corgi Platformer Engine: Added support for activation limits to ConversationZone; option to follow the actor/conversant when using Standard Dialogue UIs.
Inventory Engine: Lua functions now use item ID, not item name.
Motion Controller: Added support (courtesy of Chris Lasting).
PlayMaker: Added Set DialogueActor Subtitle Panel Number action.
Thanks for the update. I have a small doubt though. I guess that you'll work on that 'search & replace' feature we talked about in some time and at your own pace (no pressure here), but I'm wondering if you have planned for it to be ported to 1.8.2 ?
I ask because I've tried to migrate to 2.0.1 (beta) and my sequencer shortcuts text got all scrambled. So I got back to 1.8.2 at that time, to avoid spending more time in troubleshooting.
I guess I'll try again in the near future, but it would be good to have a Plan B.
I upgraded to 1.8.3 just today, after realizing you've uploaded it.
Regarding my upgrade attempt, I followed the upgrade guide you mention. Anyway, I could have done something wrong. I'll try again at some point in the future to confirm.
Did the sequencer shortcuts turns into incomprehensible numbers, like 12b37890a02d8e907123? If so, then if you try to upgrade again in the future, please try changing Serialization to Force Text manually before upgrading.
If you're using Unity 2018, you may very well have been on 2.0.1. I'm still trying to figure out why the script sometimes requires an extra recompile for Unity to recognize it when using the package manage version of TMP, even with TMP_PRESENT defined.