Release v0.7.2
- Re-implement automatic elevation change functionality that didn't make the initial port.
- At the basic level, it works like it did in the Foundry v12 versions of THT (but now it should be capable of handling tokens passing under elevated terrain).
- An optional additional setting allows for creating climb movement waypoints when elevation changes.
- Ability to assign scene region behaviours to terrain types.
- E.G. this allows you to set up a "difficult terrain" terrain type which uses the "Modify movement cost" behaviour; or a "dangerous terrain" terrain type which runs a damage macro when tokens enter it.
- There are some limitations, such as any region that stores state may not work as expected as THT will update/re-create regions when terrain changes; but for the most part most region behaviour functionality should work as expected. Additionally, it should be possible to add behaviours added by any modules that add their own behaviour types.
- The Lancer terrain type preset has been updated to apply x2 movement cost for difficult terrain and soft cover is no longer solid.
- Allow the toolbars to be shown at the top or the bottom of the screen. This should help with modules that add their own UIs there, such as carousel combat tracker (which hides THT's toolbars).
- Terrain is now rendered at it's associated elevation, which should help with it appearing below overhead tiles.
- Fixes overly broad CSS affecting things beyond of THT (closes #37, thanks @Shteb)
- Default keybind for the terrain stack viewer has changed to ;, since Q conflicted with the default for changing elevation Foundry.
Automatic elevation change (with climb waypoints) on drag, and difficult movement region behaviour.