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v0.8.4
Token patrols on square grids now animate one square at a time in eight directions, using clear diagonals when they shorten travel. Loop and Back & Forth support collision-checked side tracks. The adjustable pause after each square defaults to 0.2 seconds.
Vehicle driving is unchanged.
Validated with production build, automated tests, and the Patrol editor browser fixture. Live Foundry verification remains pending.
v0.8.3
- Scan hazard chat history once per target batch and avoid unchanged movement-progress writes.
- Restrict map-pin and access-point refreshes to relevant document changes.
- Reuse paused patrol state until occupancy, reservations or geometry changes.
- Clean up deleted-token hazard progress and unused generated hazard actors.
Validation: production build and automated checks. Live Foundry multiplayer verification remains pending.
v0.8.2
0.8.2 - 2026-10-28
- Prevent access point tokens and actors from being newly added to combat; hide their native combat toggle. Leave existing combat entries unchanged.
- Give the Scanner reveal button semantic styling hooks for Visual Tools and native fallback styling.
Validation: production build and automated checks. Live Foundry multiplayer verification remains pending.
v0.8.1
- Limit ordinary camera movement checks to affected targets and batch queued vehicle/passenger updates. Retain full checks when cameras or light sources move.
- Cache passenger membership during vehicle animation and Netrunner role qualification in the Scanner, with document-change invalidation.
- Process only enabled patrols, stop polling while idle or paused, and resume on lifecycle changes. Restrict geometry invalidation to relevant scene changes.
- Run access-point animation only while pulses need it; rebuild local lighting only when lighting inputs change.
Validation: strict TypeScript/module builds and automated runtime/browser regression fixtures. Live Foundry performance and multiplayer verification remain pending.
Scene Tools 0.8.0
0.8.0 - 2026-10-21
- Add Unchanged as the default MookMaker Hit Points choice. Preserve current/max HP and BODY/WILL when selected, and use current WILL for skill adjustments.
- Sort MookMaker and vehicle artwork categories alphabetically with natural number ordering, keeping Keep Current and Manual artwork first. Preserve category selections while editing.
- Remove redundant Mook subtitles from artwork categories while retaining vehicle footprint and seat summaries.
- Limit name-generator RollTable choices to names beginning with Mook or Names, case-insensitively, without rewriting saved recipes.
- Clarify Promote Mook confirmation with token identity, Actor destination, warning, optional gear cleanup and a Promote Actor button. Keep Cancel as the default.
Validation: strict TypeScript/module build, automated runtime tests and browser fixtures. Live Foundry/multiplayer verification remains pending.
Scene Tools 0.7.1
Move Promote to actor onto the Role/Level row to widen the Mook name field.
Fix GitHub browser validation with a pinned, checksum-verified CombatTools dependency.
Validation: strict TypeScript/build, runtime tests, name-generator browser checks, and Mook layout/bullet-dodging checks passed. Live Foundry/multiplayer verification remains separate.
SceneTools v0.7.0
0.7.0 - 2026-10-18
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Advise duplicating starter name tables before building personal name lists.
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Add three-part Mook name generation with horizontal RollTable selectors, artwork-category overrides, instant rerolls, and a manual generator with editable names. Bundle three five-entry starter tables and a custom name-generator icon.
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Reorganize Mook Maker into Name/generation/Promote, Role/Level, and Display Name/Disposition rows. Match name dialogs to Mook Maker styling and separate artwork name overrides clearly.
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Move Mook Maker to the left Scene Tools HUD, add Purge Unequipped Gear to the HUD and Promote dialog, and visibly disable purge until the mook has been saved.
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Rename shared HUD settings to Scene Tools HUD and match icon sizing to native icon buttons rather than elevation controls. Add Edit Patrol and Start/Stop Patrol controls for configured tokens.
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Add square-to-square patrol movement for regular tokens, preferring horizontal/vertical steps while allowing exact 45-degree diagonals. Add optional per-square pauses with one decimal place. Vehicle routing is unchanged.
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Replace the Hazard Actor dropdown with current actor/template details and a separate replacement picker.
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Suppress POI hover previews while the right-click menu is open.
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Highlight the active modular tile area during Place Tile and Edit Tile, following canvas pan and zoom.
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Expand automated runtime and browser coverage. Live Foundry and multiplayer verification remains separate.
SceneTools v0.6.6
0.6.6 - 2026-10-18
- Replace separate POI import/export buttons with one Import / Export dialog explaining the custom SceneTools POI JSON format. Add the requested world-backup warning before import.
- Export journal headings as readable named sections, with plain text or HTML directly in string values. Support all heading levels, editor attributes, line breaks, and both managed image layouts.
- Export Note hover selections as comma-separated names, preserving empty selections and headings containing commas with arrays.
- Remove POI section-hiding rules and old-template cleanup. Player visibility uses journal/page permissions.
- Make journal pages authoritative for managed POI images. Relinking Notes no longer overwrites destination images; ordinary Note custom image paths survive import.
- Validate imported POI settings before creating documents, supply defaults for handwritten files, batch page and Note creation, and clean partial imports using fresh IDs.
- Resolve template page references from current pages and cache journal-button link lookups until Notes or Scenes change.
- Expand automated import/export and browser regressions. Live Foundry and multiplayer verification remains separate.
SceneTools v0.6.5
0.6.5 - 2026-10-18
- Add vehicle promotion to permanent Actors while preserving functioning vehicle prototype tokens and seat layouts.
- Style vehicle and patrol editors consistently with MookMaker, and remember the patrol widget's last position.
- Match vehicle HUD icon sizing and spacing to native controls; add custom colors and optional Combat Tools color matching.
- Open POI journals from right-click controls and Token-layer double-clicks; retain Note configuration on Journal Notes-layer double-clicks.
- Add Pan to Note at the top of POI journals. Players pan only on their current scene; GMs can view the associated scene first.
- Add JSON import/export for scene Notes and linked journals, with editable named journal sections, separate image paths, link remapping, and legacy HTML import support.
- Remove GM Notes from the default POI template and hover choices, including existing default templates. Combine template selection and hover fields in Map POI Defaults and remove obsolete page selectors.
- Improve malformed-hazard diagnostics and restrict automatic hazard validation, detection, and maintenance to the currently viewed scene.
- Automated source, runtime, and browser checks remain separate from live Foundry and multiplayer verification.
SceneTools v0.6.0
- Add live modular scene building with named tile collections, placement, rotation, expansion, shrinking, Undo, and persistent browser thumbnails for static and animated tiles.
- Add Loop, Back & Forth, and Random Region patrols with compact scene controls, configurable movement and pauses, vehicle-aware routing, traffic waits, and rider synchronization.
- Add vehicle artwork, footprint, facing, seat layout, boarding, exit, and player driving controls.
- Add scene POIs with searchable icons, journal-backed hover fields, live journal updates, pin editing, and bulk styling.
- Add scene-stored hazards with GM-confirmed activations, default armed hazard Actors, Regions, access points, and Combat Tools attack/damage/effect integration.
- Refine scene importing, shared review settings, map scale, thumbnail handling, directory buttons, MookMaker workflows, and access-point management.
- Remove obsolete module migration and legacy storage paths. Preserve native Foundry document behavior and GM permissions.
- Automated source, runtime, and browser checks are separate from live Foundry and multiplayer verification.
Validation: production build, runtime tests, browser fixtures, staged whitespace checks, and all packaged file hashes passed. Live Foundry and multiplayer verification remain separate.