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Various improvements #2508
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Jowan-Spooner
merged 10 commits into
dialogic-godot:main
from
Jowan-Spooner:various-improvements
Jan 18, 2025
Merged
Various improvements #2508
Jowan-Spooner
merged 10 commits into
dialogic-godot:main
from
Jowan-Spooner:various-improvements
Jan 18, 2025
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Having [] in arguments broke the shortcode highlight.
By default auto_skip.disable_on_user_input seemed like it was broken because each skip blocked the input for 0.1 seconds so it was constantly blocked and no input was registered at all. Now input blocking is ignored when auto_skip is enabled which I think makes sense.
Autoloads, autoload methods and autoload properties are now suggested in the variable and call event.
It was possible to crash here, though not likely.
Finally managed to implement this custom draw method to highlight what's actually been found in each line, to make it a bit easier to spot incorrect finds. Also adds a note about how this broken reference search only applies to timelines for now.
Adds a loading Bar to the visual timeline editor, which is useful for long timelines, so you can more easily tell how long loading will take. Also fixes some issues with the searching logic in the visual editor, which made it look like it crashed. Also makes it so changes made during the loading of a long timeline will be discarded in favor of removing everything not yet loaded from the timeline if the editor is switched before the loading finishes (previous behaviour).
Previously the variable regex was having trouble with nested expressions, e.g. {Autoload.dictionary[{Player.Name}]}, would get incorrectly split and thus was unable to parse.
LucaVazz
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to LucaVazz/dialogic
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Jun 29, 2025
- Fix for autoskip.disable_on_user_input (due to stupid constant input blocking timers) - Fix for shortcode syntax highlighting when [] is in parameter content - Suggest Autoloads, autoload methods and autoload properties in the Set Variable event as well as other related code completion improvements. - Small crash safeguard - Implement search highlight in Broken Reference Manager as well as a note on how only timelines are searched/replaced there (see dialogic-godot#2505). - Adds a progress bar to the loading of visual timelines - Fixes some issues with timeline search - Changes the saving behaviour when changes have been made to a half-loaded visual timeline and the editor is switched. - Previously the timeline would save, meaning everything that hadn't loaded yet was discarded - Now the timeline is not saved, meaning the changes made will get lost. - Generally changing and saving a timeline before it's fully loaded should not be done. However I think this is better, because it's more likely you accidentally marked the timeline as *changed then actually wanting to keep changes made before saving. - If you let the timeline finish loading, all changes are of course kept. - Does some adjustments to the variable/expression regex. This should hopefully better support nested expressions (e.g. `{Autoload.dictionary[{Player.Name}]}`). This is also reflected in the improved syntax highlighting.
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Fix for autoskip.disable_on_user_input (due to stupid constant input blocking timers)
Fix for shortcode syntax highlighting when [] is in parameter content
Suggest Autoloads, autoload methods and autoload properties in the Set Variable event as well as other related code completion improvements.
Small crash safeguard
Implement search highlight in Broken Reference Manager as well as a note on how only timelines are searched/replaced there (see Reference manager - access to characters #2505).
Adds a progress bar to the loading of visual timelines
Fixes some issues with timeline search
Changes the saving behaviour when changes have been made to a half-loaded visual timeline and the editor is switched.
Does some adjustments to the variable/expression regex. This should hopefully better support nested expressions (e.g.
{Autoload.dictionary[{Player.Name}]}
). This is also reflected in the improved syntax highlighting.