## Minor features
- New `pathToExistingDialogue` field for adding new DialogueNodes and
DialogueOptions to existing character dialogues. For example, you can
now just add new responses to Slate's dialogue instead of replacing it!
Will improve mod compat and simplify translating.

## Improvements
- Singularities will now pre-load assets for their destination when the
player/probe is nearby (if the destination is a vanilla planet)
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xen-42 2024-03-07 18:08:50 -05:00 committed by GitHub
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@ -123,6 +123,7 @@ namespace NewHorizons.Builder.Props
existingDialogue.SetTextXml(newTextAsset); existingDialogue.SetTextXml(newTextAsset);
// Chracter name is required for adding translations, something to do with how OW prefixes its dialogue
var characterName = existingDialogueTree.SelectSingleNode("NameField").InnerText; var characterName = existingDialogueTree.SelectSingleNode("NameField").InnerText;
AddTranslation(xml, characterName); AddTranslation(xml, characterName);