Releases: nathanhoad/godot_dialogue_manager
Releases Β· nathanhoad/godot_dialogue_manager
v3.4.0 for Godot 4.4
What's Changed
Other Changes
- Update EditorTranslationParserPlugin signature for Godot 4.4 by @nathanhoad in #799
Full Changelog: v3.3.3...v3.4.0
v3.3.3 for Godot 4.3
What's Changed
New Stuff
- Add concurrent lines to C# by @nathanhoad in #803
- Subtly highlight character names by @nathanhoad in #809
Fixes
- Fix initial example balloon attached script by @nathanhoad in #797
- Fix AmbiguousMatchException for C# mutations by @nathanhoad in #804
- Fix DialogueStarted signal in C# by @nathanhoad in #805
- Fix Cyclical Reference By Making Parent Reference Weak by @WispyMouse in #807
Other Changes
New Contributors
- @WispyMouse made their first contribution in #807
Full Changelog: v3.3.2...v3.3.3
v3.3.2 for Godot 4.3
What's Changed
Fixes
- Fix issue with optional args in method info cache by @nathanhoad in #790
Full Changelog: v3.3.1...v3.3.2
v3.3.1 for Godot 4.3
What's Changed
Fixes
- Fix UID generation when copying example balloon by @nathanhoad in #787
- Fix issue with overloaded method order in C# by @nathanhoad in #788
Other Changes
- Add a couple of things missing from docs by @nathanhoad in #789
Full Changelog: v3.3.0...v3.3.1
v3.3.0 for Godot 4.3
What's Changed
New Stuff
- Mark inline mutations when emitting "mutated" by @nathanhoad in #779
- Improve syntax highlighting by @nathanhoad in #782
Fixes
- Add missing keyword escapes by @nathanhoad in #778
- Fix incorrect error with short titles by @nathanhoad in #783
Other Changes
- Simplify showing balloons by @nathanhoad in #776
- Consolidate docs about writing dialogue by @nathanhoad in #777
Full Changelog: v3.2.0...v3.3.0
v3.2.0 for Godot 4.3
What's Changed
New Stuff
- Add doc comments to POT export by @nathanhoad in #772 (requires Godot 4.4)
Fixes
- Add missing "dialogue_started" signal to C# by @nathanhoad in #769
- Stop updating unsaved buffer on external change by @nathanhoad in #770
- Stop concurrency modifying line data by @nathanhoad in #773
Full Changelog: v3.1.0...v3.2.0
v3.1.0 for Godot 4.3
What's Changed
New Stuff
- Add a check for top-level state name collisions by @nathanhoad in #760
- Add "self" variable to refer to DialogueResource by @nathanhoad in #761
- Add support for simultaneous lines by @nathanhoad in #764
Fixes
- Fix newline literals being ignored by @nathanhoad in #748
- Fix empty lines breaking response grouping by @nathanhoad in #750
- Keep previous get_current_scene data in C# bridge by @SkeirBoreal in #751
- Fix issue with if grouping with wrong else by @nathanhoad in #756
- Fix nestled inline mutations being clobbered by @nathanhoad in #757
- Fix conditional responses with static IDs by @nathanhoad in #758
- Fix issue when first nested line is a comment by @nathanhoad in #765
- Add missing "this" to C# Example Balloon states by @nathanhoad in #766
Other Changes
- Restore [next] documentation by @nathanhoad in #749
- Update example balloons by @nathanhoad in #762
Full Changelog: v3.0.1...v3.1.0
v3.0.1 for Godot 4.3
What's Changed
Fixes
- Fix importing when blank by @nathanhoad in #737
- Fix "else" being incorrectly required by @nathanhoad in #743
- Fix title not found if after dedent by @nathanhoad in #744
Other Changes
Full Changelog: v3.0.0...v3.0.1
v3.0.0 for Godot 4.3
What's Changed
New Stuff
-
Rewrite Dialogue Manager by @nathanhoad in #735
Highlights:
- There is now a match statement.
- Expressions can now be used as jump directives.
- The dialogue editor now has the option to run the test scene from the start of the file or the current line.
- Generating static line IDs will now attempt to generate IDs that are more human readable.
- All settings have been moved into the Project Settings window.
- Dialogue Resources should now have a smaller footprint.
Breaking Changes:
- Dialogue Manager now requires a minimum of Godot 4.3
- The built-in
emit
mutation has been removed in favour of emitting signals just like GDScript (ie.some_signal.emit()
). - The "include failed responses" setting has been removed and is now the default. Responses that fail their condition check will be included in the responses list and it is now up to the balloon to filter them out. The provided
DialogueResponsesMenu
node has an option to hide failed responses. - The "create lines for responses with characters" setting is now gone and something your game will have to do manually.
Full Changelog: v2.45.0...v3.0.0
v2.45.0 for Godot 4.3
What's Changed
New Stuff
- Added signal to DialogueManager for when dialogue starts by @reidhannaford in #734
New Contributors
- @reidhannaford made their first contribution in #734
Full Changelog: v2.44.4...v2.45.0