Nathan Hoad

Results 30 comments of Nathan Hoad

I'm going to close this until someone can replicate it or a sample project is attached.

From what I can tell so far it looks like Godot doesn't seem to know what some autoloads are before parsing scripts (even though they are enabled at the time)....

Oh yeah, I changed the balloon in the examples directory but forgot to change the actual example balloon.

I'll have to have a think about this because it would be adding complexity to Dialogue Manager that isn't really a direct responsibility of the plugin.

> Please open a [proposal](https://github.com/godotengine/godot-proposals/issues) to track the support and details of this feature 🙂 Done 👍 https://github.com/godotengine/godot-proposals/issues/8917

Yeah randomised jump-and-returns should behave the same as jumps so that's currently a bug.

For expressions to be resolved in translated dialogue they need to exist in the base dialogue. What does your dialogue file look like?

I've updated the runtime to now automatically parse expressions when the base dialogue was empty.

I can't seem to replicate this. When I call: ```cs GD.Print("Serialized Inputs:", InputHelper.SerializeInputsForActions()); ``` I get expected output: ![image](https://github.com/nathanhoad/godot_input_helper/assets/78984/ff362b76-d3f3-40c1-8521-62beb5a1f6ee)

I have a solution to this but it's a breaking change so I'll merge in the other stuff that's on the go into a final 3.x release before I bump...