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Dialogue System 2.2.50 Released

Posted: Wed Nov 20, 2024 8:17 am
by Tony Li
Release Notes:

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.
Third Party Support:
  • 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.