Dialogue System for Unity 2.2.15 Released
Posted: Fri Jan 29, 2021 9:36 am
Version 2.2.15 is now live on the Asset Store!
Release Notes:
Core:
Release Notes:
Core:
- Added: OnShowAlert script message.
- Improved: Can now specify Dialogue Manager's default canvas.
- Improved: Added Wait For Close checkbox to Standard Dialogue UI.
- Improved: If bark UI has typewriter effect, bark now starts it.
- Improved: If conversation actor or conversant is unassigned, warning will appear in red in lower right of node editor.
- Improved: Screenplay export now combines speaker name attributions for more compact text.
- Improved: Dialogue Manager's Warm Up Controller mode now works with non-Canvas UIs.
- Improved: Inspector does not draw dialogue database's default inspector when not showing a content-specific inspector (performance optimization).
- Improved: ClearSubtitleText(all) now also clears custom subtitle panels, not just panels built into dialogue UI.
- Fixed: Quest log window wasn't localizing group names.
- Fixed: SetDialoguePanel(false) no longer resets the active conversation's cached subtitle panel overrides.
- Fixed: When Selector is set to MousePosition, now reads InputDeviceManager instead of Input.mousePosition to support New Input System.
- Fixed: Dialogue Editor search & replace could report error in certain situations.
- Fixed: ConversationModel does not cache unassigned actor ID -1.
- Fixed: VN Template Dialogue UI's Canvas Group animation.
- Fixed: When showing actor names, text was too low on nodes in Unity 2020.
- Fixed: Message System bug when removing and re-adding the same message listener in the same frame.
- Cinemachine: Added CinemachinePriority(all) and (except:name) options.
- Timeline: Conversation clips now have "Update Duration" button to set clip length to estimated duration of subtitle.
- Localization Export/Import: Now also includes actor & quest Display Names.
- Save System: Now handles loading old saved games that had quests that no longer exist in dialogue database.
- Save System: LoadScene() logs message when Debug is ticked.
- SaveSystem: Changed script execution order to -7.
- SaveSystem: Added SavedGameData.DeleteData().
- Adventure Creator: Added Sync Lua action, Lua functions to get/set variable values and item counts.
- articy:draft: Now sorts links to sub-dialogues by vertical position; arranges nodes vertically instead of horizontally by default.
- Corgi: Added Also Disable Movement Components While Talking checkbox.
- Ink:
- Can now attach sequences to subtitles.
- Now supports nested INCLUDEs with different relative paths.
- Can now define scripting symbol INK_FULLPATHS to select entrypoints using full file paths.
- Fixed issue with loop-back single response branches.
- PlayMaker: Added Jump To Entry action.
- Opsive Character Controllers (UCC): Added UIS define symbol to incorporate UIS-specific features.
- Opsive Ultimate Inventory System (UIS): Updated for UIS 1.1.3; loading saved game no longer shows Inventory Monitor popups for restored items.
- ORK: Updated for 2.30.2.
- Twine: Added optional "(passthrough)" keyword to Conditions; fixed bug that created double links; can now import at runtime; arranges nodes vertically by default.