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Releases: dialogic-godot/dialogic

Dialogic 2.0 - Alpha 13

30 Jan 12:37
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The final alpha??? 😱

Heads up: This version requires Godot 4.2+

Another month has passed, and Dialogic has seen some exciting development. But even more exciting is, that there is barely any reason left for us to still call this an alpha. So be prepared for the first beta release (hopefully) in February.

But for now, let's enjoy all the new goodies in this version! What have we got?

  • New Variables editor with typed variables!
  • Unit test system introduced!
  • Statically typed subsystems! This is a major step towards giving good auto-completion results for all the cool methods Dialogic provides.
  • Translation improvements, including glossary translations🤯!
  • Choice do not have to be connected to a text event anymore!
  • And tons of smaller features, enhancements, fixes and UX adjustments.

We hope you enjoy this version!

PS: When you first update Dialogic, you might see some errors. This should stop after restarting the editor once (sometimes twice). In some cases deleting the .godot folder in the project directory (to trigger a reimport) can help as well.

Breaking changes!!

Once again, there are some breaking changes.
You will require Godot 4.2+ for this version of Dialogic 2.

1. Autoload script changed

When you first update Dialogic, you might see some errors. This should stop after restarting the editor once (sometimes twice). The reason is that Dialogic has to update the path to its autoload as that has been moved.

If you need to manually fix this path, replace Other with Core.

2. Subsystem renames

For the typed subsystems to work, a few selected subsystems have been renamed. This might result in errors, especially in layout-scripts you have copied from the Dialogic plugin. The renames are:

  • Animation -> Animations
  • Input -> Inputs
  • Expression -> Expressions

3. Method renames

A few selected methods have been renamed:

Subsystem Text

  • hide_text_boxes() -> hide_textbox()
  • show_text_boxes() -> show_textbox()
  • can_skip_text_reveal() -> is_text_reveal_skippable()
  • skip_text_animation() -> skip_text_reveal()

Subsystem Input

  • stop() -> stop_timers()

4. Glossary

If you've been using glossaries already, you will have to open each glossary resource (not each entry, though) in the glossary once to avoid getting a crash in-game.

What's Changed

New Contributors

Full Changelog: 2.0-alpha-12...2.0-alpha-13

Dialogic 1.5.1 - Still alive!

06 Feb 15:55
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Dialogic laboratories is proud to present this small treat of fixes and improvements which is a must have for all dialogic 1 users.
It's a triumph. Note: "Huge success".

And certainly still alive! Now even more with:

  • themes that properly duplicate (#1938)
  • a fix for a bug that broke PCK encrypted games using Dialogic (#1974)
  • another fix for a bug where the creation buttons wouldn't function if a folder wasn't selected first (#1935)

Huge thanks go out to @zaknafean who is the one responsible for this branch still evolving and who would certainly be happy if you (yes YOU dear reader) would want to contribute to dialogic 1! Come by on emilios discord server if you're interested.

Ciao,
Jowan!

What's Changed

New Contributors

Full Changelog: v1.5...v1.5.1

Dialogic 2.0 - alpha 12

22 Dec 11:10
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Style layers, background transitions, translations and more!

This alpha release brings a multitude of cool new features and a big bunch of bug-fixes.

  • New Style Layers: All styles have been broken down into style layers. This makes it easier to customize them for you and for us to improve them. It also means your existing styles will break… So make a backup/commit before updating. Take a look at the breaking changes below for more help!
  • Background Transitions: Dialogic now provides several background transitions. Hopefully, there will be more coming in the future.
  • Translations: Another important missing feature for translations — character names — has been tackled by the wonderful @CakeVR!
  • Floating Window: Dialogic can now be docked off into a separate window. This functionality is WIP, so try it out and give us your feedback.
  • Unique Identifier Changes: Dialogic uses unique identifiers for characters and timelines. Previously, these were fixed (based on the file name), but now you can edit them in the Reference Manager!
  • Documentation: And finally, our documentation has seen many improvements (both in content and presentation).

I wish you all a happy end of the year and fun with this release.

❓ Future plans

With the rework of styles, one of the last big points has been ticked off, and in fact, the other feature rework that was listed on the last release — variables — is already close to being finished.
So what's next? Well, it means that it's not unlikely that we have only one more alpha release before the beta. Personally, I will focus mostly on testing, bug-fixing and minor UI/UX improvements from here on. Once I feel we are ready to go into beta, I will start creating tutorials and working on the documentation.
Our beta will likely not mean a full feature freeze until very close to release. We just do not have a fast enough release cycle to push features off until the next release. So if you have a small feature PR, don't worry. However, the beta will be a time of focus on stability and bug-fixing for the core team.
The next release will increase the required godot version to 4.2 so we can benefit from all the cool new additions in that version.

⚠️ Breaking changes!

This release comes with one major breaking change: Styles. Basically, any style and custom layout scene from previous alphas won't be working as expected anymore.
Therefore, before you update to this version, PLEASE COMMIT ANY CHANGES OR MAKE A BACKUP COPY.

However, don't worry:

  • You can either recreate your things with the new system, which you can find explained in the docs (Styles & Layouts — Dialogic 2 Documentation) or in a small YouTube walkthrough (Dialogic 2 - New Style System - YouTube).
  • Alternatively, you can convert the old layout scenes (or your custom layout scenes) to work with the new system. This mainly means they have to inherit from DialogicLayoutBase. Then you can create a new Custom Style and replace the base scene with your custom layout. Do this only if you really need to. I recommend using the new styles as those will be the ones getting improvements in the future.

Any settings from your previous styles won't be able to be transferred.

Regarding styles, a couple of methods have been renamed/moved:

  • Dialogic.has_active_layout_node() => Dialogic.Styles.has_active_layout_node()
  • Dialogic.get_layout_node() => Dialogic.Styles.get_layout_node()
  • Dialogic.Styles.add_layout_style() => Dialogic.Styles.load_style()
  • Dialogic.find_timeline() => DialogicResourceUtil.get_timeline_resource()

This list is incomplete; it's just a selection I thought might be useful to you. If something breaks, and you're not sure why, just hit us up on Discord.

Unique identifiers

There is a small chance the new unique identifiers' system comes up with a different default name for characters or timelines (this should only happen if you have multiple characters/timelines with the same name). In this case, you can simply adjust the auto-generated identifiers in the Reference Manager. You can learn more about unique identifiers in the documentation: Reference Manager - Dialogic 2 Documentation

Portrait Position Containers (z-index)

The z-index is now affecting the order of portrait containers. This means they can no longer be children of (e.g.) a VBoxContainer.


What's Changed

New Contributors

Full Changelog: 2.0-alpha-11...2.0-alpha-12

Dialogic 2.0 - alpha 11

10 Nov 16:19
2c57367
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🖱️ Input improvements, ⏩ autoskip, 🖼️ better backgrounds and more!

Another month, another alpha. Here are some of the highlights of this version:

  • Improved Input handling: Dialogic will now finally respect handled_input and gui overlays when advancing the timeline through input!
  • Autoskip: You can now quickly skip through a timeline, a common feature in many VN engines. Try it out with the MiddleMouseButton when using "Play Timeline"
  • Call Node is now "Call": The new call event has a simpler syntax and allows passing parameters with different types! This is a breaking change, so make sure to adjust your timelines.
  • Better Backgrounds: The background system has been improved internally. This will hopefully result in cool new features in the future.

There are countless smaller and bigger bugs that where fixed, including to saving, choices & exporting. Huge shoutout to @CakeVR for all their amazing work implementing features, testing things, fixing bugs and helping people on the discord!

We hope you enjoy dialogic already, see you at the next release!
Btw, check out our new documentation page (WIP)!

❔ Future plans

Behind the scenes we are trying to improve the codebase so that we can hopefully get into a beta-phase soon. Until then there are a few areas that need some more attention as they might require some more breaking changes:

  • Layouts & Styles: We currently have three presets. Although adding custom layouts is possible, the process has become much more annoying than we hoped it would be, so another pass improving this system is likely to come soon.
  • Variables: Dialogic Variables currently have a strange type behaviour. They are usually always strings, but are converted to other values (ints, floats, booleans) in certain cases to make conditions/expressions possible. This kind of hard-to-predict behaviour is pretty annoying. Thus we want to try improving that system as well.

🔧 Breaking changes!

Call Node -> Call
The new Call event can do most of what was possible with the old Call Node event and a bunch more. Most importantly though it is designed with just Autoload access in mind. If you previously called methods on a different node further down in the scene tree, you should wrap that call in an autoload method now.

The new text syntax for the call event is as follows:

do Autoload.method("arg1", 0.2, true)

The visual editor is a lot easier to use and now also allows specifying the type of each argument. If your methods arguments are statically typed it will warn you when you use wrong types.

Autoadvance & Input
Internal changes around input mean that many methods, especially around Auto-Advance, changed. Checkout the documentation on how it should be used now.

If you have a custom layout, you should place the new DialogicNode_Input node in it. It should cover all the area that you want to be clickable. It should be placed behind anything that has priority (e.g. choices, text input etc.) but in front of everything that shouldn't block the input.

Background Node
If you have a custom layout you might have to re-instance the DialogicNode_BackgroundHolder into it, as that node changed it's node type (which might not correctly update in your scene).

What's Changed

New Contributors

Full Changelog: 2.0-alpha-10...2.0-alpha-11

Dialogic 2.0 - alpha 10

13 Oct 14:57
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🚀 All aboard the alpha train

This release has it all: new features, breaking changes, UI updates, and tons of bug fixes. And it's still not a beta. Damn. But we are getting there: slowly but surely. As always if you have questions or feedback it's best to reach out on emilios discord.

Notable new features include:

  • custom default portrait scene
  • improved autoadvance system
  • built in version-check and downloader
  • big update for text speeds
  • new Clear event (leaves all characters, fades background & music, resets theme)

Notable bug fixes:

  • fixes a bug preventing exports
  • fixes problems with changing styles

We hope you enjoy this new version. If you make something cool with dialogic 2, feel invited to show it on emilios discord.
If you are new to dialogic, hey, nice to have you here, here is a good place to start and please keep in mind we are still in alpha ;).

⚠️ Breaking Changes:

  • The syntax of certain events has changed, meaning they will break in existing timelines. However it's easy to fix.
    The changes are:

    • Join, Leave, Update are now lowercase so join, leave, update
    • VAR has been changed to set
    • Setting is lowercase as well
    🛠️How to fix the broken events🛠️

    You can either manually change these syntax changes in the text editor or use the Broken Reference Manager.

    1. Open the Broken Reference Manager in the top right corner (little broken link symbol)
      grafik

    2. Click the "Plus" button in the top right of the window that pops up
      grafik

    3. Fill in e.g. "Update" and "update", whole words+match case, then press Add
      grafik

    4. Press Check Selected

    5. Check if anything has been detected wrongly (e.g. use of Update inside a text), disable those items
      grafik

    6. Press Replace

    Repeat this process for all syntax changes.

  • As the default layout is still getting updated, custom layouts that just copy this scene might need some reworking.

  • Your text speed might seem super fast, because Settings.text_speed is now a multiplier for the letter_speed. However this change in meaning can result in it being still set wrong. To fix this go to the ProjectSettings>Dialogic>Settings and set "text_speed" to 1

What's Changed

New Contributors

Full Changelog: 2.0-alpha-9...2.0-alpha-10

Dialogic 2.0 - alpha 9

29 Aug 15:55
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🎉 New alpha, new stuff!

If you are using dialogic 2 alphas then we've got an exciting update. It's not the beta yet, but we are getting closer! As always if you have questions or feedback it's best to reach out on emilios discord.

This alpha brings a couple of very useful new features to dialogic as well as some syntax changes and a design overhaul (and many, many bug fixes).

🎈 Big Additions

New Style Editor

The new style editor allows creating multiple sets of layouts+export overrides (which can inherit settings from other styles). This makes it much easier to create style variations for characters or certain sections of timelines.
Image

New Broken Reference Manager

The new broken reference fixer should make it much easier to rename variables, portrait, timelines and characters and then updating references to those in timelines.
Image2

New editor design and new event colors!

The editor now comes with a new design, especially for the settings, but you will find it creeping everywhere... Also the event colors have been made into a nicer palette adding a couple of new ones, for the ever growing number of events!
Image3

🪧 Smaller things to mention

  • more portrait animations
  • useful new shortcuts for the visual editor
  • better auto completion & syntax highlighting
  • better Character Update event (now alows setting what to update and what not to)
  • tons of bug fixes
  • autofocusing correct event fields when created

⚠️Breaking changes

As we are still in alpha these changes have to be corrected manually.

  • the jump and label events now use the following syntax instead of the shortcode syntax:
label MyLabel

jump MyLabel
# or 
jump Timeline/MyLabel
# or (to jump to the beginning of a timeline)
jump Timeline/ 
  • there is also a new return event if you want to return to the last jump
  • the random selection modifier syntax is now <This is one option/And this another/And a third>
  • the new portrait_container node replaces the old portrait_position node. This needs no fixing if you used one of the preset layouts
  • the new and improved style editor will need reconfiguring of your layout scene and settings

Future

We are still hoping to get to the beta phase soon, but developement goes slowly as it's mainly on me right now (@Jowan-Spooner). We want to go into a beta when we are at least somewhat confident about dialogic 2 being stable and not having any breaking changes planned. So if you are interested in a beta soon, test dialogic, report bugs here and give your feedback on discord!

Huge shoutout to @CristianRos for a lot of feedback, testing and contributions for this version.

Btw, it's pretty easy to test the most up to date version from the main branch by downloading the zip and just copying the addons/dialogic folder into your projects addons folder (after removing the old version and while the project is closed!). Sometimes that version has some bugs, but tbh, so have the alpha releases.

Automatic changelog:

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Dialogic 1.5 - the last in the 1.x era?

01 Aug 17:57
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Dialogic 1.5 is here - with a major performance boost

While work on the 2.0 version is going steadily (still hoping for a beta soon), many people are still using dialogic 1 in godot 3.x. And some of these amazing people have been working on making dialogic 1 better then ever.

This release brings bug fixes, small additions and most importantly a major performance improvement! This means having many timelines and characters will no longer slow down the editor. Big thanks to @exelia-antonov and @zaknafean for all the work they've put in.

This is likely the last major release on the 1.x branch as core developers have moved to godot 4 and dialogic 2 (on the main branch). But small fixes and improvements will likely keep coming in, so who knows?

As always, feel free to get in touch with us here or on discord.

What's Changed

New Contributors

Full Changelog: 1.4.5...v1.5

Dialogic 2.0 Alpha 8 (for godot 4.0.2 stable)

22 May 09:20
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What's Changed

New Contributors

Full Changelog: 2.0-alpha-7...2.0-alpha-8

Dialogic 2.0 Alpha 7 (for godot 4.0.2 stable)

21 Apr 00:38
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Final countdown before Beta 1!

We'll now slow down on adding new stuff and we'll review:

  • Timelines
  • Characters
  • Settings
  • Variables
  • Styles
  • Glossary

After review all the core areas of the plugin we'll see what needs to get removed, improved, or rebuilt to prepare for the Beta 1 release.
Stay tuned for more updates on the main branch :)

What's Changed

New Contributors

Full Changelog: 2.0-alpha-6...2.0-alpha-7

Dialogic 2.0 Alpha 6 (for godot 4.0 stable)

04 Mar 13:01
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Godot 4 is here! Dialogic 2 isn't there quite yet...

Dialogic 2 has come a long way in the past year, but it's not quite where we want it to be for a stable release.
Anyways this release should work pretty well with the recent godot 4.0 stable release.
As always, expect rough edges, the occasional bug and if you find them: report them! Keep in mind dialogic 2 is not production ready and no promises are made. Things might still change a bit here and there...

What's Changed

New Contributors

Full Changelog: 2.0-alpha-5...2.0-alpha-6