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@ -2,6 +2,40 @@ Changelog {#changelog} |
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========= |
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========= |
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[TOC] |
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[TOC] |
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v3.9.0 {#v3_9_0} |
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====== |
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## Added |
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- Conversation command supports setting default clear, wait for input and fade options #673 |
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- Added Fungus Priority Signals #671 #670 |
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- allows fungus to notify the outside world that it is doing something of priority so the outside world can pause |
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- Added GetKey fungus command. #683 |
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- Supports positive and negative keybindings output to a bool, float or int variable |
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- Supports checking for pressed, release and current state |
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- Uses keycode with optional fallback to key name |
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- Disabled Flowcharts and EventHandlers. #682 |
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- Added Dialog history on Save Menu UI #675 |
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- Added BlockReference, a simple data type with a property drawer that makes it easier to select a target fungus block from external c# scripts. #669 |
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- Added comparison (equals and not equals) as well as assign functionality to most variable types. #668 |
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## Changed |
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- Updated to Unity 2018.1 #681 |
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- Conversation Manager Regex now allows - and _ within say params group. #692 |
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- Conversation example scene makes some basic use of new Conversation features |
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- Update LeanTween to 2.46 #689 |
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- PortraitController forces alpha and color tweens to be non recursive. |
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- Updated playground demos |
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- Football uses GetKey instead of GetAxis (get axis was failing in some packages as inputmanager axis were not imported) |
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- Defender had a bug due to a change in how unity syncs 'up' between transform and rb2d |
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## Fixed |
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- ElseIfs now confirm that the previous condition was at the same indent as themselves. #693 |
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- NarrativeLog is tolerant of null Name or Story fields #690 |
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- Force the hierarchy icon list to refresh when a script a is loaded/changed #672 |
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- Eventhandlers no longer fire when the flowchart is disabled #682 |
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- StopFlowchart can continue now #685 |
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- Fixed stray \\ that were not being stripped on Mac OS, when importing editor resources. #686 |
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v3.8.0 {#v3_8_0} |
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v3.8.0 {#v3_8_0} |
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====== |
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====== |
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@ -324,16 +358,16 @@ Awesome github contributors: |
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## Added |
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## Added |
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- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 |
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- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 |
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- LuaEnvironment component: Execution environment for running Lua scripts. |
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- LuaEnvironment component: Execution environment for running Lua scripts. |
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- LuaUtils component: Extends LuaEnvironment with lots of useful features. |
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- LuaUtils component: Extends LuaEnvironment with lots of useful features. |
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- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. |
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- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. |
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- LuaScript: Runs Lua code from a text file or from a string property. |
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- LuaScript: Runs Lua code from a text file or from a string property. |
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- LuaStore: Stores variables in a global table which persists across scene loads. |
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- LuaStore: Stores variables in a global table which persists across scene loads. |
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- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. |
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- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. |
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- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. |
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- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. |
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- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 |
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- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 |
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- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. |
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- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. |
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- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. |
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- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. |
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- Lots of FungusLua example scenes |
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- Lots of FungusLua example scenes |
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- Fungus documentation now has an extensive section on LuaScripting. |
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- Fungus documentation now has an extensive section on LuaScripting. |
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- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. |
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- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. |
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@ -405,16 +439,16 @@ v2.4.0 {#v2_4_0} |
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## Added |
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## Added |
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- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 |
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- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 |
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- LuaEnvironment component: Execution environment for running Lua scripts. |
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- LuaEnvironment component: Execution environment for running Lua scripts. |
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- LuaUtils component: Extends LuaEnvironment with lots of useful features. |
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- LuaUtils component: Extends LuaEnvironment with lots of useful features. |
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- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. |
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- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. |
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- LuaScript: Runs Lua code from a text file or from a string property. |
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- LuaScript: Runs Lua code from a text file or from a string property. |
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- LuaStore: Stores variables in a global table which persists across scene loads. |
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- LuaStore: Stores variables in a global table which persists across scene loads. |
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- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. |
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- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. |
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- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. |
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- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. |
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- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 |
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- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 |
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- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. |
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- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. |
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- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. |
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- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. |
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- Lots of FungusLua example scenes |
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- Lots of FungusLua example scenes |
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- Fungus documentation now has an extensive section on LuaScripting. |
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- Fungus documentation now has an extensive section on LuaScripting. |
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- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. |
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- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. |
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