Dialogue System 2.2.50 Released
Posted: Wed Nov 20, 2024 8:17 am
Release Notes:
Core:
Core:
- Improved: Added Audio Source field to DialogueActor component.
- Improved: CharacterInfo.RegisterTransform() (called in DialogueActor.OnEnable) also updates any active conversations' caches.
- Improved: When DialogueActor is disabled, it removes its info from active conversations' character info caches.
- Improved: Added Hide On Conversation Start checkbox to StandardBarkUI.
- Improved: Can now add links from multi-selected dialogue entry nodes to a target node.
- Improved: Clicking "+" to add field to collapsed template now automatically opens template's foldout.
- Improved: Numbers in sequencer commands can now end with 'f'.
- Improved: Added ConversationModel.Clear[All]CharacterInfo().
- Improved: When using Input System package, can assign input action references to UIButtonKeyTrigger component.
- Improved: Added Exceptions List to DeselectPreviousOnPointerEnter component.
- Fixed: DialogueManager.Bark() C# method when using RandomizeNextEntry() on group node that leads to exactly 2 nodes now randomizes.
- Fixed: CommonLibraryLua was not resetting properly between editor play mode sessions with domain reload disabled.
- Fixed: SMSDialogueUI resets shouldShowContinueButton on close.
- Fixed: Pressing cancel key (e.g., Escape) in TextInput() sequencer command now ends command.
- Arcweave: Now handles complex nested conditional statements.
- articy:draft: Fixed import of flow fragment nested conversations that have input pin conditions and output pin instructions.
- HUD Navigation System: Added support.
- RT-Voice: Handles case where there are multiple sequencers on Dialogue Manager (e.g., simultaneous conversations).
- Timeline: Removed FindObjectOfType<T>() Unity 6 deprecation warnings in PreviewUI.