Releases: redxdev/Supertalk
Releases · redxdev/Supertalk
v0.6.0
- Supertalk source data is now stored inside assets (editor-only)
- Supertalk assets now show the original file content.
- Assets from previous versions must be reimported for this to work (this only affects the ability to view source data, old script assets will still work fine)
- An experimental editor for Supertalk assets has been implemented.
- This must be enabled in Project Settings > Editor > Supertalk Editor. Restart the editor after changing this setting.
- This also lets you create Supertalk scripts within the editor without having to import from an external file.
- The editor is somewhat untested and due to how it works it is possible to lose script data. Be careful when enabling this option!
- Old script assets must be reimported before they can be edited from within the editor.
- Script assets can now be exported to text files if they were imported after this version.
- Script assets are now compiled upon saving (incl. when packaging).
- Old assets that don't have source data available are an exception to this.
- This means that referencing a script that fails to compile will fail packaging.
v0.5.0
- Property-based variable providers
- Supports passing any UObject to the Supertalk player and accessing properties on it from scripts.
USupertalkObjectValue
now lets you access exposed properties.- Initial
TMap
support (only for maps withFString
/FName
/FText
keys)
- Initial
- Added an editor-only "notes" field to
FSupertalkTableRow