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Your Tokens Visible v2.7.2

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@David-Zvekic David-Zvekic released this 30 Jan 09:45
· 11 commits to main since this release

2.7.2 - Combat Tracker visibility now compatible with Foundry VTT 0.9. ...

2.7.1 - Misty Step is now compatible with Foundry VTT 0.9. Still more work to make other features compatible.

2.7.0 - New Feature: Misty Step - press ALT while moving a token to cancel movement animation for that move (i.e. teleport).

2.6.2 - improved Japanese localization contributed by BrotherSharper

2.6.1 - Blind Tokens Controllable was dependant on a player releasing control of a blinded token to lose vision. Also the world setting was not pushed to player browers unless they refreshed their screen.

2.6.0 - New Blind Tokens Controllable setting.
Fix a multitoken vision issue when not all observable tokens have vision.

2.5.4 - improved compatibility.

2.5.3 - improved compatibility with modules that depend on setPosition and animateMovement duration being coupled when walls cancel token animation.

2.5.2 - improved compatibility with some other modules. Added setting for Hidden Token Vision.

2.5.1 - incompatibility in Sight Cache reset when walls are updated with foundry 0.8 resulted in intermittant failure to update sightlines. Fixed.

2.5.0 - Token Movement Animation Speed, and Token Multivision modes added.

2.4.0 some changes to improve compatibility with other modules.

2.3.1 tweaked Token.isVisible to wrap the original method and only do it's calculation if the original version returns false. This might increase compatibility slightly with other modules.

2.3.0 - refactor to make better use of libwrapper for 100% of wrapped system calls. May improve compatibility with some other modules.

2.2.1 - Can now use colorpicker (from colorsetting library) to set control tool alternate colors.

2.1.1 - test for FoundryVTT 0.8.7 compatibility

2.1.0 - some features were broken if libWrapper is not installed. fixed. Still recommended but module can work without libWrapper if there are no conflicts.

2.0.0 - Compatability with FoundyVTT core 0.8.6

1.5.0 Combat Tracker Initial Visibility - configure the initial visibility of new combatants based on hostile/neutral/friendly disposition.

1.4.0 Started using libWrapper to resolve potential conflicts with other modules.

1.3.3 - when Token vision is off in a scene, hiddens tokens were visible. fixed

1.3.2 - refactored code.

1.3.1 - bug fix relating to autopan scoll mode.

1.3.0
Add control over automatic pan mode. Automatic panning can cause the canvas to re-center on the token if it move past a user-defined margin around the view, or it can be set to scroll slightly to restore the margin between the token and the edge of the view.

Players who control multiple tokens would probably prefer scrolling to minimize how much the view moves around when they move various tokens. Players probably want re-centering since they only control 1 token and are more intersted in what is happening around that 1 token than anything else.

1.2.0
Sight Calculations Cache - boost performance of Foundry on scenes with many walls, tokens or ambient light sources by preserving certain calculations that the base system repeats many times.

Bug fixes

1.1.0
Enhanced and Super-Raycasting modes - improve the ray casting accuracy calculation used by Foundry to calculate dynamic vision and ambient lighting. This will enable tokens to reliably see the things that they SHOULD be seeing on the map, for instance a light source at the end of a narrow tunnel. (See RayCasting.png) Each player can toggle between modes, or set the default mode they wish to use.

Standard Mode is literally the code in the Foundry Core.
Enhanced mode is approximately the same speed as standard but with improved sight-lines.
Super mode is about 25% slower, but with even more improvement to sight-lines

1.0.0 Initial version