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The Sarah mission prep scene ran end-to-end in PIE today with live data for the first time. All 61 nodes are wired, the branching works, and the narrative effects are firing correctly against the subsystem.
The Sarah mission prep scene ran end-to-end in PIE today with live data for the first time. All 61 nodes are wired, the branching works, and the narrative effects are firing correctly against the subsystem.
The main feature addition for the session was configurable auto-advance timing on dialogue nodes. Previously every node with no player responses required a Continue button click to move forward — fine for punctuated exchanges but wrong for flowing narration or back-and-forth monologue sequences. Now each node carries an AutoAdvanceDelay float. Leave it at zero and the Continue button appears as before. Set it to any positive value and the node advances automatically after that many seconds, no button required. The Sarah scene uses this heavily across its 18-node closing chain — characters pass lines back and forth without the player having to click through each one.
Below is the live Dialogue Test:
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