Dialogue System 2.2.48 Released

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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 2.2.48 Released

Post by Tony Li »

Version 2.2.48 is now available on the Asset Store!

This is a big update with lots of new features, improvements, and bug fixes. Some highlights include:
  • Multi-Language Proofreading Copy: Special plain text export+import for spell check, grammar check, etc.
  • Runtime Localization Import: Can now import localization spreadsheets at runtime.
  • EndlessBook & Page Curler Support: Two options to play conversations like reading a book.

Release Notes:
Core:
  • Added: Proofreading copy export/import.
  • Added: DialogueDatabaseLocalizationImporter for runtime import of localization CSVs.
  • Improved: Added customNodeContextMenuSetup delegate to customize dialogue entry context menu.
  • Improved: Splitting dialogue text into separate entries on pipe characters now doesn't add empty entry if text ends with pipe.
  • Improved: SetPanel(actor, panel) now supports 'custom' for panel.
  • Improved: SMSDialogueUI always resumes its own conversations using itself as the UI in case you're using multiple dialogue UIs.
  • Improved: SMSDialogueUI record/restore calls are now virtual. (Credit: emotitron)
  • Improved: Audio/AudioWait() command now logs audio source when Debug Level is Info.
  • Improved: Updated asmdefs with references to Addressables, Cinemachine, Input System, TextMesh Pro, and Timeline in case those packages are installed.
  • Improved: ConditionPriorityUtlity.StringToConditionPriority now uses Enum.Parse.
  • Improved: Dialogue Editor fields sections report duplicate fields; added Find Duplicate Fields report to Database > Check For Issues.
  • Improved: Dialogue Editor's Database section will use entrytag format on Dialogue Manager if current scene has a Dialogue Manager.
  • Improved: Added Activate On Enable checkbox to TimedEvent.
  • Improved: Voiceover Script can now export/import optional field you can use to record whether entry was recorded, filename, etc.
  • Improved: If conversation has called SetDialoguePanel(false) which cached & changed dialogue UI info but conversation doesn't undo with SetDialoguePanel(true), end of conversation undoes it.
  • Changed: Assignment.VariableChanged is no longer invoked if variable is set to the same as its current value.
  • Changed: IStandardDialogueUI interface has new OverrideActorSubtitlePanel signature.
  • Fixed: Base Dialogue Manager prefab's Stop Evaluation At First Valid was ticked; should have been unticked by default to allow RandomizeNextEntry() to work.
  • Fixed: Fixed bug introduced in 2.2.47 that created blank-named variables when using Lua dropdowns' Variables section.
  • Fixed: LinkUtility.SortOutgoingLinks now uses Link.priority instead of unused DialogueEntry.conditionPriority.
  • Fixed: When providing a new BarkHistory each time, DialogueManager.Bark() now no longer skips entry 0 in randomization.
  • Fixed: AnimatorSaver no longer saves trigger parameters multiple times on subsequent saves. [Save system opsive]
  • Fixed: ConversationModel <START> treated as group when linked to.
  • Fixed: ConversationStateSaver now correctly restores continue button state (w/exception of SetContinueMode() overrides); handles missing actors; handles interrupting active conversations better.
  • Fixed: Edge case issue when fast forwarding quickly through a conversation with certain show/focus animation settings.
  • Fixed: StandardUIQuestLogWindow can now show Abandon button again for abandonable active quests.
  • Fixed: TextMeshProTypewriterEffect properly handles align tags now.
  • Fixed: AudioWaitOnce() command.
  • Fixed: Conversations section node editor heading (conversation dropdown row) should no longer be cut off when undocked.
  • Fixed: C# methods beginning with "end" can now be registered with Lua.
  • Fixed: RandomizeNextEntryNoDuplicate() now returns previously-used entry instead of null reference exception if it's the only entry available.
  • Changed: Removing field from template now only removes it from specified asset type, not all types of assets in database.
Third Party Support:
  • Arcweave: Added dialogue entry sorting option; import window buttons now dynamically adjust to narrower window sizes.
  • articy:draft: Fixed issues with importing input pins on cross-conversation links & links from dialogue fragments to dialogues.
  • Cinemachine: Added support for Cinemachine 3 in Unity 202x (and Unity 6+).
  • Compass Navigator Pro 2: Now handles multiple questers; fixed issue with instantiated POIs.
  • Corgi Platformer Engine: Now disables Corgi input during conversations if Conversation Zone's Can Move While Talking is unticked.
  • EndlessBook: Added integration.
  • Invector: Updated StopCharacter code for Invector 2.6.4b.
  • Lively Chat Bubbles: Added example prefab with continue button.
  • Now We're Talking: If loading from Addressables, now unloads when NWT() sequencer command ends.
  • Page Curler: Added integration.
  • Timeline: Added Sequencer Message clip; Timeline() sequencer command GameObject binding indices updated for current Timeline versions.
  • SuperTextMesh: LocalizeUI now works with STM.
  • uMMORPG Remastered: Updated to v2.41.
  • Yarn 2: Records metadata hashtags in a custom field named Metadata in corresponding dialogue entry.
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