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Improve the computation of polygons which include threshold wall attenuation regions. #9531
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Comment from @Drental What happened?the view through the south window gets larger when my character approaches the left window, and then the south wall becomes fully opaque when stepping away from the attenuation distance. What ways of accessing Foundry can you encounter this issue in?
Reproduction StepsWhat core version are you reporting this for?11.300 Relevant log outputNo response Bug Checklist
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From #10038: Originally reported by gambettv https://discord.com/channels/170995199584108546/1065764070680186930/1145761218854912020 ALL MODULES DISABLED? true Adding on to the above: This is with all 4 windows set to 20 foot proximity, and if you measure per pixel from the center of the token, the distance I've revealed out all four windows is an equal distance from my token. This might be an error, I'm not sure. But it seems like it's related, in that once I get close enough to one of the windows to fully see out of it, you'll notice in screenshot 2 I can now see fully out all 3 windows. The 4th window I cannot see out at all. It seems like if you're close enough to one window, you can see out all windows you have any proximity threshold to whatsoever. There are windows all over this little block BTW, I'm just only able to see out a few of them depending on my proximity to them. |
Originally reported by maxobremer https://discord.com/channels/170995199584108546/1065764070680186930/1218942438333218876 ALL MODULES DISABLED? True in the first pic you can see what the token should see when its that far away from a window, but in pic 2 it can see way more through the window on the left, because its close to the window on the right |
Related Issues
ClockwiseSweepPolygon
can be self-intersecting #9953ClockwiseSweepPolygon
polygons intersections between darkness sources and walls #10480Being in proximity of two walls with threshold attenuation at the same time can lead to unexpected results.
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