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Releases: arcanistzed/scs

2.14.0

05 Jul 04:14
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Added

Add configuration open for turn removal feature (enabled by default) #14

Fixed

CSS padding issue that caused arrow buttons to not be visible

Full Changelog: 2.13.0...2.14.0

2.13.0

04 Jul 15:36
a1ed271
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Removed the default keys for the keybinding for better compatibility (users can define their own)

Added

  • As part of the "display" feature, a flag is now set on actors with their last attack roll. This could be used in a custom Combat Tracker Groups grouping mode, for example.
  • Refactor CSS completely
    • New scroll snapping
  • Configuration form to enable complete manual configuration of all colors

Fixed

  • Refactors to color generation and display
  • Make phase and round switching more predictable
  • Don't start combat if the Combat Tracker is not hidden (thanks to @Lethay)

Full Changelog: 2.12.0...2.13.0

2.12.0

14 Dec 00:01
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Added

  • Localized everything to make the "display" and "Action Locking" features work in other languages

Fixed

  • Removed separate round value since it was causing bugs with de-sync and making it so that you aren't able to advance the round at all. This separation was created because I originally wanted the SCS to work without any core combats active, but that no longer makes sense because they are now synchronized anyway

Full Changelog: 2.11.2...2.12.0

2.11.2

11 Dec 21:56
37bffff
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Fixed

  • Error with display enabled when there is no flavor text in rolls
  • Remove conflicting Keybindings

2.11.1

07 Dec 23:26
c309ad5
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Fixed

Use MidiQoL's hook
Only attempt to add the Combat Tracker display if a combatant exists

2.11.0

07 Dec 22:46
8add452
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  • IntroJS is now a soft dependency which you only need to install for the tutorial
  • Inverted default Combat Tracker visibility setting

Added

  • Removed the concept of turns from the Combat Tracker:
    • Previous and Next turn buttons are hidden
    • No combatant is highlighted as the current combatant as there is no one taking their turn (requires v9d2 or later)
  • Keybindings for switching phase and round as well as toggling app visibility (requires v9d2 or later)
  • Major rework of the HUD feature which has been renamed to the more generic "Attack Display" and now includes an option to display the last roll in the Combat Tracker

Fixed

  • Always move above SmallTime no matter what it's height happens to be
  • Attack Display works with MidiQoL
  • Attack Display HUD is more consistently centered

Full Changelog: 2.10.0...2.11.0

2.10.0

19 Nov 22:15
64db6e5
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Added

  • Hide App when there is no Combat encounter
  • End combat when all of the combatants have been removed

Fixed

  • Create a new combat if one doesn't exist if the round isn't zero
  • Only allow GM users to change the phase or round with the API
  • Bug fixes and improvements
  • Code Quality improvements
  • Fixed default settings in v9d2 which were messed up now that arrays can't be localized

Full Changelog: 2.9.0...2.10.0

2.9.0

25 Sep 00:31
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  • Action Locking: the notification for an unrecognized phase is now GM-only
  • Combat Management:
    • Added a prompt to end the current combat when the round becomes zero
    • Create a new Combat whenever the round becomes greater than zero
  • Color Generation: player clients no longer reload after a delay
  • Now always reloads the page after the phase names are changed in order to keep clients in sync
  • Use v9 CSS variables for styling

Module Compatibility

16 Sep 23:53
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  • The HUD is now compatible with the Better Rolls 5e module (Fixes #5). See the README for details.
  • Improved compatibility with SmallTime, to allow them to both position correctly together
  • Some code cleanup and now there's no more jQuery!

2.7.2

06 Sep 21:52
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