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Move dialogue runtime, UI, `.story` tooling, resources, and tests into a standalone Narrative addon. Add extension points for IDE script templates and camera poses, and rebuild scripting environments when addon contributions change.
Extract dialogues and cutscenes into the Narrative addon, with shared camera and timeline extension points. Add type-aware IDE context completions and load freshly built addons directly in development runs.
Introduce a compiler and runtime for persistent story stages, including resumable call stacks, saved locals, checkpoints, stage lambdas, and parallel branches. Replace the previous state executor and wire story lifecycle and persistence into scripts and nodes.
Support stage lambdas with receivers and up to eight parameters, and save stage receivers and context parameters as arguments. Improve restart-safe control flow, iterable loops, value serialization, and recovery when saved locals or calls no longer match.
Journal serializable action calls so stories can undo and redo changes across restarts. Add checkpoint labels, temporary actions, story controls, and reversible NPC movement and interaction APIs.
Add FIR diagnostics for stage and action constraints, prevent unsafe lambda captures, and preserve saved lambda result types across restarts. Improve branch lifecycle and concurrency, isolate NBT snapshots, add recoverable story saves, and handle loop overflow and coroutine cancellation safely.
Show stage, checkpoint, and reversible-action markers with localized tooltips, and keep gutter markers and run targets aligned while edits are pending analysis. Also report when captured mutable variables need an initializer.
Replace StoryHandle-based test state with an Any? local, isolating checks that stage analysis rejects non-saveable captured variables. And fix BMProjects-Development#121
Decode whole NBT tags at the root and log deserialization failures. Resolve saved narrative variables through registered script paths so their keys remain stable when worlds move.
Save entity-owned stories during entity serialization instead of eagerly on every change, and allow undo to resolve off-world NPCs. Add distinct checkpoint colors and navigation targets for rewind and temporary calls.
Treat cancellations caused by an unloaded, non-destroyed entity as a wait for that entity to return. Other external cancellations now fail the story instead of saving it in a state with nothing to resume.
Treat direct action calls as stage boundaries so completed actions are not repeated and interrupted actions finish under their existing journal record after a restart. Persist serializable action results, recognize action aliases, and mark action boundaries in the editor gutter.
Run position and entity-follow movement inside forceLoad so NPCs can finish walks without nearby players. Treat stale entity references replaced in the registry as unloaded during story actions.
- Added new panel at ui in tab -> windows
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Так это ты в dev ветку пушишь, нам до релиза 2.6 ещё далеко |
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