Releases: brunosxs/SMRT-Godot
Bugfix
Godot 3.0 compatible
This update finally brings SMRT to the assetlib, completely ported over to godot 3.x
SMRT-Godot's runtime systems have been compatible with godot 3 since july, except some minor bugs(like the audio playback) and the editor. I've left SMRT-Godot in beta for quite some time and now, it is finally time to let it go into the assetlib.
This means basically that:
- if you're still in godot 2.x, you have no need to update as this has no new features, it is simply a port to 3.0 and if you update, you will break your working game
- If you still wish to use godot 2.x on future projects( hey, I'm not judging, godot is this godot), you'll need to grab the 2.0 version directly from github.
- And a version bump to make SMRT's main release number be more easily understood
Special thanks to @ellis-matthew4
New features, reworks and bugfixes
- Implemented the injection of variables inside the dialog by using
{{VARIABLE NAME}}
in the dialog. See How do I insert a variable inside the dialog, like the player name or the amount of money? - Refactored the answer display system, it can now grow to the size of the screen if needed..
- Bugfixes
Bugfix release
Fixed a bug that could crash SMRT
Round of fixes and more debug messages
- Fixed minor glitches
New example and some fixes
From now on, no more "releases" for the master branch, if you need the examples you should know enough of git to clone master. Releases will be made just for godot's assetlib.
This update is mostly to correct a pesty bug... BUT...
- Added
show_debug_messages
bool, when active, you can see useful info on the console. No more dozens of lines in your console if you don't wish so :D - Added a new example(not yet finished) using graphics from GDQuest
stop()
function now resets SMRT to a cleaner state, which should prevent unwanted results
BUGFIX:
- Corrected bug that sometimes would not make the
stop()
function work properly
Let's stop this
THIS IS A RELEASE TAILORED FOR GODOT'S ASSET LIB, WITH NO EXAMPLES
- Added function
stop()
to end the dialog execution at any time: It is basically a set method for the bool on_dialog
Let's stop this
- Added function
stop()
to end the dialog execution at any time: It is basically a set method for the bool on_dialog
single_text Bugfix release
The signal dialog_control
should work properly now with the single_text
function. Reported in #3 , thanks bobokox :)
Little tweaks after months of feedback and use
Bugfixes:
- Corrected bug where the visible text area would not appear correctly
- Changed signal "finished_dialog" to "finished" to make it follow the animation player and other nodes signal naming pattern
- Some other less important bugs are now ironed out;
Enhancements:
- It is now possible to send a single text from the runtime to be shown, without the need to have it previously stored on the language file. For that, you just need to call
show_text(chapter,dialog)
with "single_text" as the chapter parameter, and write the string you want to show on the dialog parameter