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CHANGELOG.md

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### v0.9 - House keeping
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- Video: https://youtu.be/pL0RWVmlM6g
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- Moved `Dialog.tscn` to the root of the addon so it is easier to find.
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- Added a link to the documentation from the editor
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- Refactored a lot of the code and continued splitting the main plugin code into smaller pieces.
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- Rewrote most of the saving and branching systems.
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- New tool: Glossary Editor
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- You are now able to write extra lore for any word and Dialogic will create a hover card with that extra information.
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- You can create `strings` and `number` variables.
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- You can access to those variables from the `Dialogic` Class: `Dialogic.get_var('variable_name')`
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- In game:
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- Portraits changes are reflected in-game.
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- Many small improvements.
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- Theme Editor:
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- New default asset: Glossary Font
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- Added new options to customize the glossary popup
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- Timeline Editor:
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- Added categories for the events.
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- Color coded some of the events in the same category to avoid having a distracting rainbow in the timelines.
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- Conditional event working, but only with "equal to". More conditions coming later.
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- Renamed the `End Branch` file names to match the name of the event. This will break the conditionals you have, but this is the time for making breaking changes. Sorry!
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- New `Set Value` event. Change the current value of a glossary variable inside a timeline. This will reset when you close the game, so a saving system will have to be added on the next version.
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- New `Emit Signal` event. This event will make the Dialog node emit a signal called `dialogic_signal`. You can connect this in a moment of your timeline with other scripts.
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- New `Change Scene` event. You can change the current Scene to whatever `.tscn` you pick. This will happen instantly, but in the future I'll add some transition effects so it is not that abrupt.
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- New `Wait Seconds` event. This will hide the dialog and wait X seconds until continuing with the rest of the timeline.
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- Created independent Character and Portrait picker for reusing in event nodes.
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- Portrait picker added to `Text Events` and `Character Join` events.
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- `Text Events` text editor vertical size grows witch each line added.
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- `Text Events` now properly create a new message for each line inside the text editor.
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- `Text Events` Line count are now displayed next to the preview text when folded.
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- Re-adding the `End Branch` event just in case you removed the end and you want to add it again in the timeline.
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- Renamed the `Copy Timeline ID` right click menu option to `Copy Timeline Name` since you now have to use that to set the current timeline from code instead of the ID.
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- Fixed several bugs that corrupted saved files
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- Thanks to [mindtonix](https://github.com/mindtonix) and [Crystalwarrior](https://github.com/Crystalwarrior) for your first contribution on the choice buttons
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- New `Dialogic` class. With this new class you can add dialogs from code easily:
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```
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var new_dialog = Dialogic.start('Your Timeline Name Here')
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add_child(new_dialog)
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```
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To connect signals you can also do:
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```swift
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func _ready():
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var new_dialog = Dialogic.start('Your Timeline Name Here')
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add_child(new_dialog)
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new_dialog.connect("dialogic_signal", self, 'signal_from_dialogic')
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func signal_from_dialogic(value):
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print(value)
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```
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## v0.8 - Dialog enters the game
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- Video: https://youtu.be/NfTyRrsdB1I
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- Moved the theme editor tool icon to the left

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