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Releases: nagidev/DialogueNodes

v1.2

12 May 09:13
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This release includes a rewrite of the DialogueBox node, new DialogueParser class and DialogueBubble node, as well as a new example for using the DialogueBubble node.

New Features

  • New DialogueParser class: Create custom dialogue boxes easily by extending from this class.
  • New DialogueBubble node: This node uses DialogueParser under the hood, and lets you easily add dialogue bubbles in both 2D & 3D scenes.

Changes

  • Revamped DialogueBox node: The DialogueBox node now uses the DialogueParser class under the hood. You may need to replace the older node from your scenes with the new node.
  • New dialogue bubble example: Check the Demo3.tscn scene to learn how to use the new DialogueBubble node (its not that hard, actually).

Bugfixes

  • Fixed bug where duplicating a DialogueNode with a Character speaker selected, did not duplicate the selection.

v1.1

28 Apr 12:50
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This release includes a major rewrite of the dialogue editor, which fixes almost all the bugs! On top of that, this release also includes support for undo/redo using Godot's EditorUndoRedoManager. Oh and a prettier icon as well.

Upgrading v1.0.3 dialogue files to v1.1.0

The DialogueData resource has been updated to remove the entry for the comment nodes. Instead, the comments will be stored along with other stray nodes (nodes not connected to a tree). It is recommended to follow the following steps to update your existing dialogue files to make them load properly with Dialogue Nodes 1.1 (Make sure NOT to open the dialogue files with the new plugin before making these changes.):

  • Open your dialogue file (.tres) in a text editor of your choice.
  • Scroll until you find the entry for comment nodes. It should look something like:
    comments = Array[String](["2_1", "2_2"])
    strays = Array[String](["3_1"])
    
    Here, "2_1", "3_1", etc. are the (internal) names of the nodes. Move the names into the strays list, separating each entry with a comma (,) and lastly, remove the comments entry. The strays list should look something like this:
    strays = Array[String](["3_1","2_1","2_2"])
    
  • Save your file. Open Godot, and double click on the file from the file system tab (Opening the file from the dialogue editor won't work most of the time).
  • If you get an error dialogue, click on the "Fix dependencies" button.
  • If everything went well, you should be able to load your previous dialogue files with the comments correctly loaded.

New Features

  • Undo/redo almost every action in the dialogue editor: accidentally deleted some nodes? No worries! Dialogue Nodes now integrates with Godot's awesome undo/redo system allowing you to correct all your mistakes (or make them again lol).

  • Open dialogue files directly from the file system tab: if I knew this could be done by just a couple lines of code, I would've done it ages ago, but I'm not that bright. Double click the files and they open up in the dialogue editor.

    Note: Godot also opens up the file in the inspector. While this used to cause some wonky bugs in the previous versions of the plugin, there should be no problems now. Just keep in mind that making any changes to the file from the inspector won't show up in the dialogue editor. It is recommended to only edit the dialogue files using the dialogue editor, or a text editor with Godot closed.

What's changed

  • Nothing, really: this release was only focused on fixing all the annoying bugs, so there isn't any change to the workflow. Everything should be working like before, albeit, with a lot less bugs and with the option to undo/redo your actions.
  • Under the hood: the plugin code is a lot more organized. Even more organized than v1.0. This was done with the hopes to allow contributors to easily navigate and understand the code.

New Contributors

v1.0

02 Oct 15:54
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Dialogue Nodes now works great on Godot 4.1! In this release you not only get all the original features but with some new ones too.

New features

  • Dialogue files saved as Godot resource format (.tres) instead of the old (.json) format. This allows for easy localization and no extra steps during exporting.
  • Introducing Character & CharacterList resources. Use the resource in your dialogue to reuse character names as well as character portraits.

What's Changed

  • Complete code-base ported to Godot 4.1
  • Disabled scroll follow in DialogueBox. by @CantyCanadian in #10

New Contributors

Full Changelog: v0.2...v1.0

v0.2-beta

24 Feb 18:33
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v0.2-beta Pre-release
Pre-release

This is a pre-release, there maybe bugs!

That said, the add-on works reliably except for a few rare cases. Feel free to use it in your project (with backups, just in case).

New features

  • Dialogue text is animated by default. Control the speed and time of the effect with bbcode [wait speed=10 time=1].
  • Bbcode is now highlighted in the editor for better visibility.
  • File context menu in the files side pane. Right click any file to save, close, or more.

Bug-fixes

  • Size of DialogueNodes is now used properly when loading a file.

Known bugs

  • Connections still show glitched after loading sometimes.

You can help with the development process by reporting bugs in the issues section with steps to reproduce the bug.

v0.1-beta

13 Feb 10:33
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v0.1-beta Pre-release
Pre-release

This is a pre-release, there maybe bugs!

That said, the add-on works reliably as long as the values set are of the correct datatype. Feel free to use it in your project (with backups, just in case).

New features

  • Add, set & use variables in your dialogues.
  • ConditionNode : control the dialogue flow using simple conditions.

Bug-fixes

  • Unknown nodes no longer crash the DialogueBox's execution.

Known bugs

  • Size of DialogueNodes is not used when loading a file.
  • Connections show glitched after loading (possibly due to buggy resize code of DialogueNode).