Dialogue System 1.6.8 Released!
Posted: Wed Mar 08, 2017 9:56 am
Version 1.6.8 is now available on the Pixel Crushers customer download site and should be available on the Asset Store in 7-10 days. If you'd like access to the Pixel Crushers customer download site, please PM me your Asset Store invoice number.
This is primarily a maintenance and bugfix release, but a fairly big one. It also has some handy new features such as additional display options for the conversation node editor, including:
I personally prefer simple, Mecanim-style nodes, but you can really load up the canvas with options if that's more to your liking:
The Variables section also now uses a reorderable list, making it much easier to reorder variables. And it highlights variable name conflicts:
At runtime, Conditions now also show the result of their last evaluation, to make it easier to debug if a trigger isn't firing when you expect:
Version 1.6.8
Core:
This is primarily a maintenance and bugfix release, but a fairly big one. It also has some handy new features such as additional display options for the conversation node editor, including:
- A Home option to jump to the top left of the canvas.
- Custom node colors per actor.
- End-of-conversation indicators to make it easier to see at a glance which nodes end the conversation.
- Cross-conversation link count for links that lead to other conversations.
I personally prefer simple, Mecanim-style nodes, but you can really load up the canvas with options if that's more to your liking:
The Variables section also now uses a reorderable list, making it much easier to reorder variables. And it highlights variable name conflicts:
At runtime, Conditions now also show the result of their last evaluation, to make it easier to debug if a trigger isn't firing when you expect:
Version 1.6.8
Core:
- Dialogue Editor:
- Added option: Per-actor colors for conversation nodes.
- Added option: Show end-stubs on nodes that end conversations.
- Added: Cross-conversation link indicators show number of cross-conversation emanating from node.
- Added: Home button to node editor.
- Improved: Variables section has more user-friendly reorderable list.
- Improved: Variables section highlights conflicts when variables have the same name.
- Added: Localize Text Mesh component.
- Added: Quest Log Window Hotkey component.
- Added: [LuaScriptWizard] and [LuaConditionsWizard] script variable attributes.
- Improved: Added several new Continue Button modes to Dialogue Manager. NOTE: Not Before PC & Optional Before PC changed to Not Before PC Autoresponse & Optional Before PC Autoresponse.
- Improved: Localized Text Table editor now uses flexible height text areas.
- Improved: Conditions show value of last check at runtime.
- Improved: Persistent Destructible: Added option to spawn prefab instance when destroyed.
- Improved: Fade() sequnecer command now also fades over Unity UI.
- Improved: Persistent Position Data now logs more info when Dialogue Manager’s Debug Level is Info.
- Improved: AbstractUIResponseMenuControls.ShowResponses is now virtual.
- Changed: OnBarkStart & OnBarkEnd are now also sent to Dialogue Manager.
- Changed: Dialogue Manager's Preload process no longer starts & stops first conversation.
- Fixed: LuaInterpreter failed to parse trailing semicolons on 'if...end' blocks.
- Fixed: QuestLog.SetTrack() now also updates tracker.
- Fixed: Addressed Unity 5.6 deprecated API warning for AudioWWW() sequencer command.
- Fixed: After an entry with Response Menu Sequence, subsequent entries wouldn't play Response Menu Sequences.
- Fixed: Intermittent editor issue with Condition drawer.
- Unity UI:
- Improved: Typewriter Effect now supports randomized audio clips.
- Fixed: Response button text now automatically strips pause codes.
- Action-RPG Starter Kit: Improved to handle Mecanim player configurations.
- Chat Mapper: Added option to reset node positions when importing.
- ICE: Added integration instructions to manual.
- ORK Framework: Added Get & Set Quest State steps.
- Realistic FPS Prefab:
- Added Save Position checkbox to FPS Lua Bridge. You no longer need to use Persistent Position Data or Persistent Smooth Mouse Look components.
- Added Persistent Dead Body and Unregister NPC On Destroy components.
- Updated to handle deprecated OnLevelWasLoaded API.
- S-Inventory: Fixed bug with persistent item groups and vendors during scene changes; added SInventory Dialogue Events.
- TextMesh Pro: Updated for new TextMesh Pro version published by Unity Technologies; changed: Deprecated TextToTextMeshPro component.
- Third Person Controller:
- Added DamageEvent script for triggering barks & other actions
- Added tpcDamage() Lua function.
- Added option to wait specified number of frames before applying save/load data.