A comparatively small update this time, but one that addresses a few issues that have cropped up recently.
Update note
- Player/NPC "Wall collider layer" fields are now a LayerMask field, not a text box
Templates
- Added: "Cutscene borders" template - use to display animated borders during cutscenes
ActionLists
- Added: Ability to disable Actions within the ActionList Editor window
- Added: Ability to auto-arrange all Actions within a selected Group
- Changed: If the "ActionList: Check running" Action is used by an asset to check if itself is running, the check will ignore its own instance
- Fixed: "Camera: Switch" Action's "Wait until finish?" option not working if "Return to last?" is checked
- Fixed: ActionList groups not updating correctly when scrolling with the mouse-wheel
- Fixed: "Scene: Switch" and "Scene: Add or remove" Actions not accepting tokens when referencing scenes by name
Menus
- Added: Option to the "Menu: Update content" Action to handle text translations before updating the Menu element
- Added: "During Cutscenes And Conversations" Menu appear type option
- Added: The alignment of item count labels can now be configured for AC-based InventoryBox menu elements
- Fixed: Auto Correct UI Dimensions component shrinking Menus each time they turn on
- Fixed: Unity UI-based Menus sometimes behaving incorrectly after loading a save-game file
- Fixed: InventoryBox element affecting Text children even if its properties are configured so as to have no text
- Fixed: Issue when updating a Menu element's texture with the "Menu: Update content" Action
Interactions
- Added: Ability to set - through script - the radius of the cursor raycasts used by the PlayerInteraction script in 2D games
- Fixed: Hotspot labels sometimes replacing "Give" interactions with "Use"
Characters
- Changed: Character "Wall collider layer" field is now a LayerMask field, not a text box
- Fixed: Character sorting lock data not being saved correctly if they rely on a Sorting Group component
- Fixed: Characters that use "retro-mode pathfinding" sometimes not moving when a "Character: Move to point" Action's target is too close to the character
- Fixed: Footstep sounds played via animation events playing multiple times while blending animation states
Misc
- Added: Ability for custom Events Editor event scripts to exist outside of AC's Scripts folder
- Added: Option to prevent Objectives from setting their Active state to one listed above its current state in the Editor's States panel
- Added: Options for Timers to run in "unscaled time"
- Added: Ability to manually force the GameEngine object as the scene's main instance within the Multi Scene Checker component
- Changed: The AC Status box now scales with screen size, so that it is always readable
Comments
Only now do I realize how much I missed the ability to disable actions. And the scaling of the status box. Thanks a lot, Chris.
One thing I noticed: When I update from AC 1.79.3 to 1.83, all global events are lost in the Events Editor. The list is empty. Do I need to reconnect something?
Unity Version: 6000.0.36
There was an issue related to the way Events were being saved - I'm afraid it may be that you need to recreate them when jumping between those versions. How many are missing?
Ah, ok. No problem for me, I only had a few events for objective and inventory in my project.
Thank you so much for the update again! I really love all the new changes!