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| 1 | +### v0.9 - House keeping |
| 2 | + - Video: https://youtu.be/pL0RWVmlM6g |
| 3 | + - Moved `Dialog.tscn` to the root of the addon so it is easier to find. |
| 4 | + - Added a link to the documentation from the editor |
| 5 | + - Refactored a lot of the code and continued splitting the main plugin code into smaller pieces. |
| 6 | + - Rewrote most of the saving and branching systems. |
| 7 | + - New tool: Glossary Editor |
| 8 | + - You are now able to write extra lore for any word and Dialogic will create a hover card with that extra information. |
| 9 | + - You can create `strings` and `number` variables. |
| 10 | + - You can access to those variables from the `Dialogic` Class: `Dialogic.get_var('variable_name')` |
| 11 | + - In game: |
| 12 | + - Portraits changes are reflected in-game. |
| 13 | + - Many small improvements. |
| 14 | + - Theme Editor: |
| 15 | + - New default asset: Glossary Font |
| 16 | + - Added new options to customize the glossary popup |
| 17 | + - Timeline Editor: |
| 18 | + - Added categories for the events. |
| 19 | + - Color coded some of the events in the same category to avoid having a distracting rainbow in the timelines. |
| 20 | + - Conditional event working, but only with "equal to". More conditions coming later. |
| 21 | + - 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! |
| 22 | + - 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. |
| 23 | + - 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. |
| 24 | + - 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. |
| 25 | + - New `Wait Seconds` event. This will hide the dialog and wait X seconds until continuing with the rest of the timeline. |
| 26 | + - Created independent Character and Portrait picker for reusing in event nodes. |
| 27 | + - Portrait picker added to `Text Events` and `Character Join` events. |
| 28 | + - `Text Events` text editor vertical size grows witch each line added. |
| 29 | + - `Text Events` now properly create a new message for each line inside the text editor. |
| 30 | + - `Text Events` Line count are now displayed next to the preview text when folded. |
| 31 | + - Re-adding the `End Branch` event just in case you removed the end and you want to add it again in the timeline. |
| 32 | + - 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. |
| 33 | + - Fixed several bugs that corrupted saved files |
| 34 | + - Thanks to [mindtonix](https://github.com/mindtonix) and [Crystalwarrior](https://github.com/Crystalwarrior) for your first contribution on the choice buttons |
| 35 | + - New `Dialogic` class. With this new class you can add dialogs from code easily: |
| 36 | + ``` |
| 37 | + var new_dialog = Dialogic.start('Your Timeline Name Here') |
| 38 | + add_child(new_dialog) |
| 39 | + ``` |
| 40 | + To connect signals you can also do: |
| 41 | +
|
| 42 | + ```swift |
| 43 | + func _ready(): |
| 44 | + var new_dialog = Dialogic.start('Your Timeline Name Here') |
| 45 | + add_child(new_dialog) |
| 46 | + new_dialog.connect("dialogic_signal", self, 'signal_from_dialogic') |
| 47 | +
|
| 48 | + func signal_from_dialogic(value): |
| 49 | + print(value) |
| 50 | + ``` |
| 51 | +
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1 | 52 | ## v0.8 - Dialog enters the game |
2 | 53 | - Video: https://youtu.be/NfTyRrsdB1I |
3 | 54 | - Moved the theme editor tool icon to the left |
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