Closed MegaPiggy closed 1 month ago
This is pretty much for unity assets so that you can set your xml with nh instead of having to build your bundle every single time you want to change the xml.
also no longer requiring root in pathToExistingDialogue is a breaking change, no?
It isn't because it still does the old way. I noticed a ton of mods don't do root, which meant it just searched for the name of the last object in the path instead.
Using SearchUtilities instead of searching the children like every other config thing ever was a total oversight. Unless there is actually a mod that relies on it doing that (and is editing dialogue on one planet from a config for another for some reason) then we should just remove that part outright
Once this PR is merged in Reactive Hearthians we can just remove the SearchUtility part at all because that should not work and it would set a bad and confusing precedent to even allow it to work. https://github.com/omega-fallon/ReactiveHearthians/pull/2
Bug fixes
pathToExistingDialogue
points to a dialogue object that has a null asset, it will now set its asset to yours instead of erroring.pathToExistingDialogue
. You no longer have to put the root object at the beginning of the path.