Dialogue System 2.2.42 Released
Posted: Fri Dec 22, 2023 9:42 am
Version 2.2.42 is now live on the Asset Store!
Release Notes:
Core:
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- Improved: Added subtitle panel visibility option Until Superceded Or Actor Change Or Menu.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.
- 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.