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v4.0.0 (Godot 4)

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@viniciusgerevini viniciusgerevini released this 14 Feb 15:04
· 3 commits to godot_4 since this release
6e1c1c8

Breaking changes

  • Dialogues now return an object when ended. This impacts how you determined if the dialogue has ended.
  • Changed identifier for blocks when persisting so changing block order does not impact already saved files. This will impact variations and single use options on all existing save files.
  • Variation standalone shuffle option does simple random and has no guarantee every item will be returned.

Added

  • Assignment initializer operator ?=. It only assigns if variable was not set before.
  • has_block method helper to check if block exists before starting dialogue. (@HexagonNico)
  • Editor main panel. Edit Clyde files directly in Godot.
  • Dialogue player. Execute and debug dialogues directly in Godot.
  • Id generator tool. Add random ids to lines without ids.
  • CSV exporter tool. Generate a translation CSV for the dialogue.
  • Resource loader and saver to simplify file usage.
  • External variable support. You can set variables that are not included in the persistence object.
  • Implemented helpers: Dialogue config, singleton and fixed and floating dialogue bubbles.

Changed

  • Increment assigment now have default values. i.e. If you run set a += 1 when a is not set, it will be set to 1. Before it would break because value was null.
    • As + is also used for strings, this set a += "abc" also works.
  • Return end object ({ "type": "end" }) instead of null on dialogue end.
  • Make variation shuffle option be really random. There is no guarantee all items will be executed.
  • The importer now saves a ClydeDialogueFile resource instead of PackedDataContainer.
  • Improve dialogue examples.
  • load_dialogue does not accept null as block. It's an optional string.

Fixed

  • Use correct fmod for a %= operations.
  • Fixed crash when exiting editor started via command line (@Rubonnek).
  • Changing block order in file does not impact persisted options and variations anymore.

Thanks

  • Thanks to @Rubonnek for finding and fixing the exit crash.
  • Thanks to @ThePat02 for updating the doc comments to be Godot 4's doc comments.
  • Thanks to @HexagonNico for implementing the has_block helper.