Hi! I think we discussed this earlier, but would it be possible to not make the player say the dialogue choice he's just chosen? Or make it an option? Personally I'm used to write dialogue choices as "previews" of what the player character will actually say or do, to allow a bit more freedom and surprises. So it would be pretty handy if possible :)
And now for something completely different, but still about dialogue, I sometimes get this error:
SCRIPT ERROR: update: Invalid type in function 'slerp' in base 'Quat'. Cannot convert argument 1 from Nil to Quat. At: res://player.gd:73
It appears randomly during my big introduction dialogue with multiple characters (and lots of quick scripts). When it occurs, it seems to be during a dialogue part in the middle of rotation scripts, something like this:
rotate_entity_towards(player, entity["c_cixdil"], false, 0.5); rotate_entity_towards(entity["c_cixdil"], entity["c_qunobe"], false, 0.5
Then the character "c_cixdil" speaks (Speaker: entity ID), and then, a similar quick script:
rotate_entity_towards(entity["c_cixdil"], entity["c_nuna"], true, 0.5
Then the dialogue carries on normally. This doesn't cause immediate problems, but sometimes, later dialogues may get stuck, or don't display. It's a bit odd since my intro dialogue is a cut scene with no option, so everything always happens the same way, but this error happens maybe one third of the time.