Dialogue System 2.2.31 Released
Posted: Wed Sep 07, 2022 9:24 am
Dialogue System 2.2.31 is now available on the Asset Store!
This version adds Speech Recognition System integration.
It also has lots of miscellaneous improvements to dialogue UIs (including the ability to use different fonts for different localizations) and cutscene sequences. It also adds a Default Bark Sequence option to the Dialogue Manager
Release Notes:
Core:
This version adds Speech Recognition System integration.
It also has lots of miscellaneous improvements to dialogue UIs (including the ability to use different fonts for different localizations) and cutscene sequences. It also adds a Default Bark Sequence option to the Dialogue Manager
Release Notes:
Core:
- CHANGED: Entrytag Format dropdown value for Custom changed. If your existing project has previously set Entrytag Format to Custom, you must set it again.
- Improved: Added %Entrytag Format option Title.
- Improved: Optimized GetEntrytag.
- Improved: Dialogue %Actor can now apply formatting codes when applying custom subtitle color.
- Improved: Added SaveSystem.validSceneName delegate.
- Improved: Standard Bark UI now has checkbox to cancel previous wait for sequence if showing new bark while old bark is still visible & waiting.
- Improved: Sequencer commands can now specify subjects using actor:actorname format.
- Improved: Fade(stay/unstay) work from fader's current alpha value.
- Improved: Added 'noactivate' option to AnimatorPlay() sequencer commands.
- Improved: If subtitle actor doesn't have animated portrait, subtitle panel disables portrait image's Animator.
- Improved: Added Input Settings > Em Tag for Old Responses & Invalid Responses override options to conversation properties.
- Improved: StandardUISubtitlePanel and StandardUIMenuPanel Use Portrait Native Size now works with packed sprites.
- Improved: VN Template Standard Dialogue UI prefab now brings actor's portrait to front when speaking.
- Improved: Bark order Random will now avoid sequential repeats if possible.
- Added: Dialogue Manager - Display Settings > Bark Settings > Default Bark Sequence.
- Added: Localized Fonts.
- Added: ListExtensions.Shuffle.
- Fixed: Bug in which all quest data was saved even when Persistent Data Settings specified saving only states.
- Fixed: Tools.StripRichTextCodes & StripTextMeshProCodes now strips paragraph rich text codes.
- Fixed: CinemachinePriority() sequencer command wasn't observing "except:name" syntax.
- Fixed: DiskSavedGameDataStorer.RetrieveSavedGameData checks if save file is empty.
- Arcweave: Fixed import issue with "Speaker:" syntax.
- articy:draft: CHANGED: Importer window's Stage Directions Mode is now a dropdown with additional options.
- Devion Inventory System: Can now add DevionItemCollectionSaver to an active GameObject to save inactive
- ItemCollections; improved dgGetItemCount(); added DevionUpdateQuestUIs component.
- Ink: Fixed issue with playing sequences twice; added Actor Names Case Sensitive checkbox.
- PlayMaker: Updated for 1.9.5.
- Speech Recognition System: Added support.
- Spine: SpineAnimation() work with SkeletonGraphic
- Twine: Added "Description:" syntax.
- Yarn: Added Merge Variables option to retain current variable values in dialogue database.