v4.0.0 (Godot 4)
·
3 commits
to godot_4
since this release
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
whena
is not set, it will be set to 1. Before it would break because value was null.- As
+
is also used for strings, thisset a += "abc"
also works.
- As
- 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
fora %=
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.