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@nagidev nagidev released this 28 Apr 12:50
· 19 commits to main since this release

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