Releases: FG-Unofficial-Developers-Guild/FG-Aura-Effect
Releases · FG-Unofficial-Developers-Guild/FG-Aura-Effect
v3.4
What's Changed
- Init Tracker Start by @rhagelstrom in #42
- Small efficiency improvement
Full Changelog: v3.3...v3.4
v3.3-hotfix.1
What's Changed
- Recalculate all auras when tokens are added by @rhagelstrom and @bmos in #38
- Preface all non-local functions in file to call by their global name by @rhagelstrom in #38
- HOTFIX: Fix faction filter by correcting typo brought about by "preface all non-local functions in file to call by their global name"
Full Changelog: v3.2...v3.3-hotfix.1
v3.2
What's Changed
- Bug fixes by @rhagelstrom in #32
- Bug fixes by @rhagelstrom in #33
- Bug fixes by @rhagelstrom in #34
- Effect builder fixes (for cube)
Full Changelog: v3.1-hotfix.2...v3.2
v3.1-hotfix.2
What's Changed
- Re-add 4E support
- Fix faction inversion "!enemy" was being detected as "enemy" and such.
- HOTFIXES: Better handling of edge cases causing script errors.
- HOTFIX: Support PFRPG2-Legacy
Full Changelog: v3.0-hotfix.1...v3.1-hotfix.2
v3.0-hotfix.1
What's Changed
- Substantial rework by @rhagelstrom to enable:
- Much faster processing with less reliance on the database
- Child effects no longer use FROMAURA prefix (sorry, you're going to have to delete any that are left)
- Multiple new aura types! Please see the updated readme file.
- Removed 4E support due to breaking changes
New Contributors
- @rhagelstrom made their first contribution in #26
Full Changelog: v2.1...v3.0-hotfix.1
v2.1
What's Changed
- Add "none" faction like "AURA: 5 none" to improve compatibility with other extensions.
- Small performance uplift (requires FGU v4.3.3+)
- Final release for 4E D&D (for now)
Full Changelog: v2.0-hotfix.1...v2.1
v2.0-hotfix.1
What's Changed
- Substantial code rework. Removed almost 200 lines of code and broke up the codebase into 4 scripts to handle various aspects and make finding/contributing/updating code much easier.
- Updated Effect Builder support to handle the new factions and relationships added previously.
- Substantial performance improvements.
- Better triggering of aura calculation (such as "IF: Blinded; Aura: 5; test" now recalculating when Blinded is added/removed).
- Moved "All" settings for Silent Auras option to beginning of the list
- HOTFIX: some auras were being added multiple times when a single actor had multiple auras on them targeting the same tokens around them
Notable Features Removed (I can add these again if they're still needed)
- Deferring processing until after token movement is complete.
- Limiting movement to whole squares.
Full Changelog: v1.23...v2.0-hotfix.1
v1.23
What's Changed
- Added option "Only Calculate Auras After Moving" to help users with very complex combat tracker lists experiencing lag. Unfortunately this will hinder some use cases of AURA effects, so only use it if the lag is a problem.
- Code cleanup and clarification
- Modified some DB API interactions to prepare for possible future ruleset changes.
Full Changelog: v1.22-hotfix.1...v1.23
v1.22-hotfix.1
What's Changed
- Restructured a bunch more code
- Tracking the relationship between FROMAURA effects and AURA effects is now handled differently. FROMAURA effects that are modified should better resist being overwritten or duplicated.
- Resolved problems with having multiple auras on the same source.
Full Changelog: v1.21-hotfix.1...v1.22-hotfix.1
v1.21-hotfix.1
What's Changed
- Restructured a bunch of code
- Added trigger for when adding creatures to the map during a battle. Resolved issue #17.
- Found an issue with Faction checks which is now fixed. In some cases, the wrong actor was being checked resulting in auras being added/removed incorrectly.
- Limited processing to actors that have tokens on the same map
- Add !self and ~self as an alternative to notself for logical consistency. self, however, is not supported.
- Allow use of decimal places in AURA range
Full Changelog: v1.20-hotfix.2...v1.21-hotfix.1