When a state is set to Passive it will be used, but affect nothing. Subsystems run (gazing, breathing, timers), but it will not attempt to affect Timeline, and you can optionally lock Timeline's global speed to 1 during this state.
General Updates for ChatterBoxes integrations:
Works with ChatterBoxes to check and store variable inside dialogue trees
Linking States + Queue(WIP)
You can not "Queue" multiple states that will roll out one after another via BFS.
WIP Feature to "link" actions-- Calling a state, calling a link, and calling another state will queue them in order and execute them thusly. This works well with Link phrases inside of Moanitor
Bug Fixes (from v0.5 and pre-release 0.6)
Calling a state tagged with a Hub symbol ($) without including the symbol did not return properly-- now you can call "$STATE" or "STATE" and it will work both ways
Fixed some issues with interrupts being cut short during transitions
Todo List:
Fix the god-awful UI
Fix the god-awful Symbols I attempted to use, but need to replace
Fix the god-awful clipping of certain text boxes, or parse them do a smaller bloody line