Version 0.7.1
In rough order of coolness, from "um?" to "yawn":
- Ability to pass arguments to knots (or functions) from the game.
- Exposed list functionality to game so that you can work with
InkListItem
objects that the engine uses internally. - Multi-line sequence elements can now contain weaves (with choices) - previously they could only contain simple content.
- Made
!=
operator work on strings. - ink-engine-runtime.csproj converted to a PCL (Portable Class Library) (thanks @iainmerrick!)
- Unity integration: Auto-generated InkLibrary.asset has been split up into InkLibrary and InkSettings.
- Fixes for calling ink functions from game code
- Fix for native functions that take arguments that need to have references resolved
- Fix for compiler crash when there's an empty thread
- Fix for thread IDs not being correct, especially for very first created thread - affected save/load of game state.
- Fix for crash when assigning a list from another list, where neither have origins
- More miscellaneous compiler fixes