Comments (2)
The dialogue editor now reads the same editor setting that the script editor does and remembers which files you had open.
from godot_dialogue_manager.
The dialogue editor now reads the same editor setting that the script editor does and remembers which files you had open.
Oh my goodness, thank you so much! That's wonderful!
from godot_dialogue_manager.
Related Issues (20)
- Lambda-s are not supported in do-/set- statements HOT 1
- Randomised jump-and-return HOT 1
- Custom Balloon Paths Not Recognized HOT 6
- Loop array to generate responses HOT 1
- Does not work HOT 1
- Visual node graph editor for writing dialogues HOT 1
- update dialogue in game when file is changed HOT 2
- Unable to use editor in 4.3-beta1 HOT 2
- No stringname support
- GDScript failed to parse code_edit.gd because of new Godot 4.3 multicaret editing feature HOT 3
- NOTIFICATION_TRANSLATION_CHANGED triggered before start() and _ready() HOT 2
- Cannont call 'has_method' on null value. HOT 3
- Using inline [do func()] makes the function run twice if you skip_typing() midway
- Undo action in dialogue editor is not working HOT 2
- Cant call dialogue by code HOT 5
- Godot 4.3-beta1 HOT 3
- Detect files changing on disk by external tools
- Jump not working on character lines
- Support for more than one language in generated translation CSV files HOT 1
- Variable Interpolation in translation files HOT 1
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from godot_dialogue_manager.