Releases: Filroden/rmu-lighting-vision
Releases · Filroden/rmu-lighting-vision
Release list
v2.1.1
Release v2.1.1
Build Details:
- Commit: 05ebadf
- Author: Filroden
BUG FIXES
- When disabling an environmental light source, unchecking its flag will automatically set any dim or bright radii to match its base illumination. Setting base illumination to "None" will turn off the light completely.
v2.1.0
Release v2.1.0
Build Details:
- Commit: 99bf0c7
- Author: Filroden
NEW FEATURES
- Environmental Light Sources: Light sources can now be configured as "environmental". These act as special ambient light sources that do not follow the normal degradation rules. They let you set a constant level of illumination across an entire scene (e.g., setting a massive radius to "Shadowy" to simulate moonlight). This illumination respects physical walls and is natively picked up by vision talents like Nightvision.
IMPROVEMENTS
- Moved the light configuration hints into tooltips to reduce space.
- Added logic to enable/disable light configuration options to prevent invalid combinations being selected.
BUG FIXES
- Fixed a missing migration update where token vision settings were not being correctly pushed to the database during world sweeps.
UNDER THE HOOD
- Moved the diagnostic heatmap keybind (
Alt + L) into the Foundry keybinding menu so it can be remapped by GMs. - Small code improvements to improve clarity.
v2.0.0
Release v2.0.0
Build Details:
- Commit: 985a2ef
- Author: Filroden
NEW FEATURES
- Foundry VTT v14 compatibility: This version is compatible with Foundry v14. It is not backwards compatible with v13. For v13, remain on module v1.x.
COMPATIBILITY FIXES
- Updated the parser to output a v14 Record (Dictionary) object instead of an Array.
BUG FIXES
- Fixed a rendering issue for lights where very large radii would exceed the WebGL texture limit and not render correctly. Implemented a cap on the visual radius to prevent this. This does not change the mathematical model or the outputs from 'Shift + L', the API or the GM diagnostic heatmap.
v1.0.1
Release v1.0.1
Build Details:
- Commit: b7ea98c
- Author: Filroden
BUG FIXES
- Fixed a rendering issue for lights where very large radii would exceed the WebGL texture limit and not render correctly. Implemented a cap on the visual radius to prevent this. This does not change the mathematical model or the outputs from 'Shift + L', the API or the GM diagnostic heatmap.
v1.0.0
Release v1.0.0
Build Details:
- Commit: 8bfaa97
- Author: Filroden
Changelog
Changes since v1.0.0-beta4
IMPROVEMENTS
- Added British English localisation.
BUG FIXES
- Fixed Thermal Vision and Demon Sight not showing their custom tinted vision modes.
- Changed text colour in the "Welcome" message.
UNDER THE HOOD
- Consolidated the mathematical logic for light source radii and priorities into a single, unified helper function to prevent de-synchronisation between real-time updates and world sweeps.
- Documentation of code was improved to support future maintenance.
v1.0.0-beta4
Release v1.0.0-beta4
Build Details:
- Commit: 492fde5
- Author: Filroden
Changelog
Changes since v1.0.0-beta3
NEW FEATURES
- Lesser Nightvision: Added mechanical support for the Shadow World 'Lesser Nightvision' talent. This applies the appropriate penalty offset in the
Shift + Lcalculator and chat cards, whilst visually remaining mapped to Basic Vision on the canvas. - GM Light Map: Added a diagnostic heatmap overlay for GMs. Pressing
Alt + Lgenerates a greyscale map of the current scene's illumination tiers, allowing you to visualise how light sources and darkness boundaries are interacting.
BUG FIXES
- Darkvision Line of Sight: Fixed an issue where tokens with advanced vision could visually see through magical darkness, but the
Shift + Lcalculator would incorrectly report "No Line of Sight". - Illumination Hierarchy: Resolved calculation conflicts where distant, degraded magical lights were incorrectly suppressing the illumination of normal light sources.
UNDER THE HOOD
- Radial Geometry Sync: Shifted distance calculations to measure from the token's physical edge rather than its mathematical centre, syncing the calculator with Foundry's visual boundaries.
v1.0.0-beta3
Release v1.0.0-beta3
Build Details:
- Commit: 0b9db31
- Author: Filroden
Changelog
Changes since v1.0.0-beta2
NEW FEATURES
- Absolute Lighting Hierarchy: Implemented the Utter-tier and Magical lighting rules. Magical lights natively overcome magical darkness, etc.
- Diffused Magical Light: Introduced an optional degradation model for magical lights to simulate a steep, diffused drop-off. Magical auras now correctly shift their distance thresholds to naturally fade into shadows.
- Initialisation Prompt: Added an opt-in welcome dialogue for GMs opening the module in a new world, allowing a one-click migration of all existing lights and tokens.
IMPROVEMENTS
- Granular Visual Configuration: Replaced the rigid 'Light Mapping' and 'Vision Strictness' settings with a comprehensive 3-tab Configuration Panel. GMs can now define exactly how each of the 7 RMU tiers renders on the physical canvas, and independently configure how Basic Vision and Nightvision perceive those environments.
- Hot Reloading: Saving changes in the new Configuration Panel instantly recalculates and redraws the Canvas WebGL vision masks without requiring a VTT browser refresh.
- Expanded Lighting Tiers: Added 'Extremely Dark' and 'Pitch Black' to the base illumination dropdown menu.
v1.0.0-beta2
Release v1.0.0-beta2
Build Details:
- Commit: bbfb564
- Author: Filroden
Changelog
Changes since v1.0.0-beta1
IMPROVEMENTS
- Added 'Light Mapping' and 'Vision Strictness' game settings to customise how RMU's 7 light tiers translate to Foundry's visual canvas.
- Introduced a dedicated Migration Control Panel UI to apply RMU rules to existing scenes, or fully restore native Foundry VTT lighting defaults.
- Changing the 'Light Mapping' setting now automatically triggers a background migration to update all token and ambient light radii instantly.
BUG FIXES
- Fixed an issue where
Shift + Loutput incorrect values when a Scene's Global Illumination was disabled. - Fixed a WebGL issue where Darkvision and Thermal Vision incorrectly elevated dim lights to bright across the entire canvas. Vision effects are now strictly isolated to the token's explicit radius, with correct visual fallbacks (e.g., Nightvision) for distant areas.
v1.0.0-beta1
Release v1.0.0-beta1
Build Details:
- Commit: 65fe6e6
- Author: Filroden
Changelog
Changes since start
CORE LIGHTING ENGINE
- Implemented 7-tier RMU light degradation engine calculating distance thresholds (10', 30', 100', 300', 1000' and 3000').
- Added UI injection for Ambient Light and Token sheets to set Base Illumination and Magical Source properties.
- Handled Magical Darkness via negative luminosity overrides.
- Added
Shift + Lkeybinding to generate comprehensive RMU penalty chat cards. - Added global GM setting to toggle magical light degradation rules.
VISION & DETECTION AUTOMATION
- Automated parsing of RMU Actor items upon token creation to set vision ranges.
- Added custom WebGL Canvas Shaders for Thermal Vision (Orange) and Demon Sight (Crimson).
- Added custom wall-piercing Detection Modes for Life Sense (Cyan) and Presence Sense (Red).
- Implemented real-time Talent Exclusions: Life Sense ignores "Lifeless", Presence Sense ignores "Mindless" and "Animalistic".
- Mapped Tremorsense, Invisibility Sense, Air Movement, and Electrolocation to native Foundry detection modes.