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Releases: redxdev/Supertalk

v0.6.0

06 Nov 22:30
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  • 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

29 Aug 00:17
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  • 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 with FString/FName/FText keys)
  • Added an editor-only "notes" field to FSupertalkTableRow