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Releases: Filroden/rmu-lighting-vision

v2.1.1

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@github-actions github-actions released this 26 Jun 09:07
05ebadf

Release v2.1.1

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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

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@github-actions github-actions released this 20 May 13:56
99bf0c7

Release v2.1.0

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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

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@github-actions github-actions released this 07 Apr 08:48
985a2ef

Release v2.0.0

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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

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@github-actions github-actions released this 29 Mar 16:15

Release v1.0.1

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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

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@github-actions github-actions released this 28 Mar 17:21
8bfaa97

Release v1.0.0

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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

v1.0.0-beta4 Pre-release
Pre-release

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@github-actions github-actions released this 26 Mar 13:51
492fde5

Release v1.0.0-beta4

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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 + L calculator 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 + L generates 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 + L calculator 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

v1.0.0-beta3 Pre-release
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@github-actions github-actions released this 19 Mar 19:55
0b9db31

Release v1.0.0-beta3

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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

v1.0.0-beta2 Pre-release
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@github-actions github-actions released this 17 Mar 15:59
bbfb564

Release v1.0.0-beta2

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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 + L output 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

v1.0.0-beta1 Pre-release
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@github-actions github-actions released this 16 Mar 15:49
65fe6e6

Release v1.0.0-beta1

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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 + L keybinding 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.