Dialogue System 2.2.28 Released

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

Dialogue System 2.2.28 Released

Post by Tony Li »

Highlights:
  • Unity Localization package integration
  • Celtx Gem 3 import
  • ORK integration updated to ORK 3.x
Version 2.2.28

[Core]

- Added: Unity Localization package integration.
- Changed: Sequencer ->Message(x) syntax now sends message only to current sequencer, not all active sequencers.
- Changed: Audio/AudioWait() sequencer commands by default no longer print warning if audio clip not found; set Sequencer.reportMissingAudioFiles to enable warnings.
- Improved: Dialogue System Trigger > Conditions can now check quest entry conditions.
- Improved: Dialogue System Trigger can now set two quest entry states.
- Improved: Dialogue System Trigger Run Lua Code action sets "Actor" and "ActorIndex" variables before running code.
- Improved: Added Prevent Restart On Same Frame Ended checkbox to Dialogue System Trigger > Start Conversation action.
- Improved: Added Use Range Colors checkbox to Standard UI Selector Elements.
- Improved: If StandardUISubtitlePanel Accumulate Text is ticked, can now set Max Lines after which older lines will be culled.
- Improved: ExtraDatabases methods are now virtual.
- Improved: StringAsset text area now expands to accommodate large text passages.
- Improved: Added SaveSystem.framesToWaitBeforeSaveDataAppliedEvent; added SpawnedObjectList asset type.
- Improved: PositionSaver can now specify a target GameObject instead of saving its own GameObject's position.
- Improved: SpawnedObjectManager now accepts SpawnedObjectList assets for easier organization of spawned object prefabs.
- Improved: DontDestroyGameObject workaround for Unity issue with hidden objects.
- Fixed: Dialogue System Trigger > Stop on trigger exit / too far now works with simultaneous conversations.
- Fixed: If game paused on same frame that sequencer command sent message that another command was listening for, listener wouldn't receive message.
- Fixed: Conversation actors configured to show subtitles in bark UIs that wait for sequence to end now correctly wait for sequence.
- Fixed: If partipant had DialogueActor component, CharacterInfo.nameInDatabase was incorrectly set to display name.
- Fixed: DialogueSystemTrigger.RunLuaCode no longer sets ActorIndex incorrectly for actors with DialogueActor components on a child GameObject.
- Fixed: DialogueManager.ConversationHasValidEntry bug when evaluating mix of group nodes whose children's Conditions are all false and non-group nodes.
- Fixed: listenerportrait sequencer keyword.
- Fixed: [LuaConditionsWizard] & [LuaScriptWizard] now properly handle component reset.
- Fixed: If a GameObject assigned to SequencerShortcuts is destroyed, SequencerShortcuts no longer returns it as a reference for an actor.
- Fixed: SaveSystem.saveDataApplied was called before QuestJournal's restored quests were listening for messages.
- Fixed: Positioning issue in KeepRectTransformOnscreen component.
- Fixed: In some scenarios, response button focus wouldn't raise Select event.
- Fixed: If Dialogue Actor overrides actor name/display name, subtitles with Visibility set to Always From Start will show overridden name on open.
- Fixed: If starting second conversation while first is active and second fails to start because it has no valid entries, currentActor/Conversant properties are no longer set to second conversation's.
- Fixed: Potential NullReferenceException error when exiting play mode with StandardUIInputField.
- SMSDialogueUI: Supports multiple subtitle templates; DialogueActor text color overrides; now handles actors without GameObjects better.
- Textline: Now uses SMSDialogueUI, with improvements to resuming conversations.

[Third Party Support]

- Adventure Creator: Added Lua functions to get/set values of Variables component on specified GameObject.
- Arcweave: Fixed import of variables whose names contained reserved keywords; <START> node's Sequence is now None(); can now import Guids as fields.
- articy:draft: Added option to create conversations for flow fragments that aren't inside dialogues; option to skip import of documents; open to import custom DisplayName field.
- Bolt/Visual Scripting: Now supports disabled domain reloading.
- Celtx Gem 3: Added support.
- Celtx GVR 2: Added Sort on Import option; sync from any sync databases first.
- Corgi Engine: Added PixelCrushersMMLoadingSceneManager to tie save system to Corgi scene loader.
- Ink: Fixed issue with Player Dialogue Text Follows Response Text checkbox.
- i2 Localization:
- Fixed: When using multiple text tables, now shows checkboxes for all text tables' fields; Update Primary Fields no longer overwrites Text Table key value
- Added option to use specified field value for dialogue entry terms.
- Opsive Character Controllers: UCCSaver can now save mouse sensitivity settings.
- ORK Framework: Updated for ORK 3.3.
- PlayMaker: Jump To Entry action now allows you to specify conversation.
- TopDown Engine: Added PixelCrushersMMLoadingSceneManager to tie save system to TDE scene loader; No longer logs error if player has no CharacterMovement or if CharacterMovement has no Walk Particles.
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