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1.0.0 - 2024-12-20
Added
GM Deck Panel
Initial release of GM Deck
Scene-specific tile management deck
Tile visibility toggle with single click
Visual status indicators for tiles:
Green border for visible tiles
Red border for hidden tiles
Yellow border for missing/deleted tiles
Status icons (eye/eye-slash) on each button
Right-click context menu on tiles to add them to the deck
Right-click deck buttons to remove items
Draggable panel with persistent position (saved per client)
Panel can be minimized by double-clicking the title bar
Auto-opens when loading/switching scenes
Toggle button in Token Controls to show/hide the panel
Automatic cleanup of deleted tiles from the deck
Configurable button size (32-64px)
Configurable start state (collapsed/expanded)
Macro support infrastructure (UI ready, execution functional)
Public API for macro and module developers
Cinematic Cut-in Overlays
Full cinematic cut-in overlay system for JRPG/Visual Novel style character introductions
9 backdrop styles with unique visual designs:
Diagonal Solid : JRPG-style diagonal shape with solid customizable color (primary color only)
Black Banner : Horizontal black banner with fixed golden borders (no color customization)
Checkered Pattern : Diamond/checkered pattern with customizable colors (primary for pattern, secondary for background)
Vertical Split : Vertical gradient split blending primary color with dark (primary color only)
Gradient Burst : Radial gradient burst blending primary color with transparency (primary color only)
Minimal Fade : Semi-transparent fade with frosted glass blur effect (primary color only)
Ornate Frame : Decorative frame with inner glow and double border (primary color only)
Corner Brackets : Sci-fi tactical UI style corner brackets (primary and secondary colors)
Angular Mask : Advanced character masking with angular geometric shapes (character clipped within diagonal bars, primary and secondary colors)
Color customization system:
Customize primary and/or secondary colors based on backdrop type
Intelligent UI that shows/hides color pickers based on selected backdrop
Primary-only backdrops show one color picker (Diagonal Solid, Vertical Split, etc.)
Dual-color backdrops show both pickers (Checkered Pattern, Corner Brackets, Angular Mask)
Black Banner has no color customization (always uses fixed colors)
Live color picker with real-time preview
Reset to defaults option
Colors stored per cut-in configuration
CSS variable-based implementation for performance
Multi-layer text overlay system:
Add unlimited text layers with individual styling
9 preset positions (Top/Middle/Bottom × Left/Center/Right)
Fine-tune positioning with X/Y pixel offsets
Custom font selection from available system fonts
Font size control (12-120px)
Text color picker
Optional background panels with custom colors
Drag-to-reorder layers
Collapsible layer editor for cleaner UI
5 entrance animation styles:
Slide Right (character and backdrop slide in from right)
Slide Left (character and backdrop slide in from left)
Fade (smooth opacity fade-in)
Zoom (scale up from center)
Diagonal Sweep (diagonal entrance from corner)
Customizable animation timing:
Entrance duration (100-3000ms)
Exit duration (100-2000ms)
Separate timing controls for precise control
3 dismissal modes:
Auto-Dismiss : Automatically closes after configurable delay (1-10 seconds)
User-Dismiss : Any player can click anywhere to dismiss
GM-Dismiss : Only GM can dismiss for all connected players with dedicated button
Per-cutin override or use module default setting
Preset management system:
Save cut-in configurations as reusable presets
Load presets from dropdown selector
Set default preset for new cut-ins
Manage presets in module settings (delete, set default)
Presets include all configuration except cutin name
Audience targeting:
Show to all players
Or select specific individual players
Targeted delivery via socket system
Character image positioning:
Horizontal alignment (Left/Center/Right)
Vertical alignment (Top/Center/Bottom)
Special handling for angular-mask backdrop (45% scale, centered vertically)
Socket-based multiplayer synchronization:
Cut-ins broadcast to selected audience
GM can dismiss for all connected players
Unique cutin IDs for tracking instances
Live preview functionality (GM-only, local preview before showing to players)
Edit existing cut-ins from deck context menu
Full integration with GM Deck panel (cut-ins appear as deck items)
Technical Features
FoundryVTT v13 ApplicationV2 compatibility
ES6 module architecture with proper imports
Localization support (English included)
Scene flags for data storage (deck configurations are scene-specific)
Client settings for UI preferences (position, button size)
Hook-based architecture for tile updates and deletions
Drag-and-drop support for tiles and macros onto the panel
Socket system for multiplayer cut-in synchronization
CSS custom properties for dynamic color customization
Advanced CSS clip-path and masking techniques for angular-mask backdrop
Handlebars templates with helper functions (eq helper for conditionals)
Known Limitations
No drag-to-reorder functionality for deck items in the panel yet
Panel position is absolute (not responsive to window resize)
Angular-mask backdrop neon glow effect is simplified (thin line, no advanced glow yet)
Text layer drag-to-reorder works but may need refinement for better UX
No sound effect integration for cut-ins yet
Cut-ins cannot be triggered programmatically via API (must be clicked from deck)
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