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Replace sidebar LCARS deco with hard gradient #63

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codergal89
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This replaces the ::before/::after LCARS styling of the sidebar with a stepped/hard gradient. Collapsing is not entirely perfect but it essentially fixes the sidebar aspect of #57.

@codergal89 codergal89 changed the base branch from main to develop March 5, 2022 21:55
@codergal89
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I have reworked the solution again. It now gets rid of any flickering without requiring additional JavaScript by using overlayed CSS gradients.

@stillday
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stillday commented Mar 6, 2022

@codergal89 he i see you work on this project, have you interesst to build a team, for working on this project?

@mkscho63 mkscho63 changed the base branch from develop to v10development-mergelcars-codergal October 11, 2022 18:00
@mkscho63 mkscho63 merged commit 0145bd9 into mkscho63:v10development-mergelcars-codergal Oct 11, 2022
mkscho63 added a commit that referenced this pull request Oct 12, 2022
* Refactor and update to weapon rolling system (#69)

* adding nationalization strings and changes to support new weapon chat message

* Changed sheet scripts to treat characterweapons and starshipweapons the same as regular items and call on actor.js rollGenericItem.

Changed Actor.js to correctly use characterweapon  items with roll.js performWeaponRoll().

Heavily overhauled roll.js. Created new helper functions to simplify repeated code, including generating strings from challenge dice, which is now down in multiple places. performWeaponRoll() now generates a nice weapon block for chat using the genericItemTemplate, and also generates the damage roll to append to it. I think it looks quite slick.

The genericItemTemplate() now takes an itemId string and appends it to an html element as an attribute named data-item-id to enable functions from the Maestro module.

i18n strings had to be changed for this new weapon roll display, this was done in a previous commmit.

Damage for weapon rolls is computed directly at roll time from the weapon's base damage stat and the owner's security stat rather than scraping the number off the character sheet HTML.

All rolls are now asynchronous, to match the upcoming changes in FoundryVTT. This will prevent depreciation warnings in the console, and breaking change headaches when the new version of FVTT comes out.

All files have been fixed to pass eslint.

This commit addresses outstanding bug/issues #36, #67, and #68

Co-authored-by: Mike Schoen <mkscho63@gmail.com>

* V10 update (#77)

* Dealing with all deprecation warnings, and abstracting the default image.

* More v10 corrections.

* Changed 'name' to 'id' in the system json

* Removed unnecessary leading slash from defaultImage

* Replace sidebar LCARS deco with hard gradient (#63)

* Replace sidebar LCARS deco with hard gradient

* Use overlayed gradients to fix background

* Fixing issue with build and tracker swapped to hiding at the bottom

* Fixing more v10 compatibility issues

* pt_BR Translation for this module (#76)

* Patch fr.json (#73)

* Update fr.json

Hello, it's just for a French translation or spelling

* Update fr.json

* v1.1.7

* fixing a couple minor issues before releasing 1.1.7

Co-authored-by: Ada <hiddenkrypt@gmail.com>
Co-authored-by: IHaveThatPower <mcc@mcc3d.com>
Co-authored-by: Sophia Pearson <codergal89@gmail.com>
Co-authored-by: André S Nascimento <45982225+andre-s-nascimento@users.noreply.github.com>
Co-authored-by: LaPatte <bearsurfeur@gmail.com>
mkscho63 added a commit that referenced this pull request Apr 19, 2023
* Merging in for 1.1.7 release (#78)

* Refactor and update to weapon rolling system (#69)

* adding nationalization strings and changes to support new weapon chat message

* Changed sheet scripts to treat characterweapons and starshipweapons the same as regular items and call on actor.js rollGenericItem.

Changed Actor.js to correctly use characterweapon  items with roll.js performWeaponRoll().

Heavily overhauled roll.js. Created new helper functions to simplify repeated code, including generating strings from challenge dice, which is now down in multiple places. performWeaponRoll() now generates a nice weapon block for chat using the genericItemTemplate, and also generates the damage roll to append to it. I think it looks quite slick.

The genericItemTemplate() now takes an itemId string and appends it to an html element as an attribute named data-item-id to enable functions from the Maestro module.

i18n strings had to be changed for this new weapon roll display, this was done in a previous commmit.

Damage for weapon rolls is computed directly at roll time from the weapon's base damage stat and the owner's security stat rather than scraping the number off the character sheet HTML.

All rolls are now asynchronous, to match the upcoming changes in FoundryVTT. This will prevent depreciation warnings in the console, and breaking change headaches when the new version of FVTT comes out.

All files have been fixed to pass eslint.

This commit addresses outstanding bug/issues #36, #67, and #68

Co-authored-by: Mike Schoen <mkscho63@gmail.com>

* V10 update (#77)

* Dealing with all deprecation warnings, and abstracting the default image.

* More v10 corrections.

* Changed 'name' to 'id' in the system json

* Removed unnecessary leading slash from defaultImage

* Replace sidebar LCARS deco with hard gradient (#63)

* Replace sidebar LCARS deco with hard gradient

* Use overlayed gradients to fix background

* Fixing issue with build and tracker swapped to hiding at the bottom

* Fixing more v10 compatibility issues

* pt_BR Translation for this module (#76)

* Patch fr.json (#73)

* Update fr.json

Hello, it's just for a French translation or spelling

* Update fr.json

* v1.1.7

* fixing a couple minor issues before releasing 1.1.7

Co-authored-by: Ada <hiddenkrypt@gmail.com>
Co-authored-by: IHaveThatPower <mcc@mcc3d.com>
Co-authored-by: Sophia Pearson <codergal89@gmail.com>
Co-authored-by: André S Nascimento <45982225+andre-s-nascimento@users.noreply.github.com>
Co-authored-by: LaPatte <bearsurfeur@gmail.com>

* v1.1.8

* Pushing 1.1.8 package

* v1.1.9

* renaming package file

* Update fr.json

After many games it's more accurate translation :)

* Update package.json

Version update will be done by release automation

---------

Co-authored-by: Mike Schoen <mkscho63@gmail.com>
Co-authored-by: Ada <hiddenkrypt@gmail.com>
Co-authored-by: IHaveThatPower <mcc@mcc3d.com>
Co-authored-by: Sophia Pearson <codergal89@gmail.com>
Co-authored-by: André S Nascimento <45982225+andre-s-nascimento@users.noreply.github.com>
mkscho63 added a commit that referenced this pull request Apr 19, 2023
* Merging in for 1.1.7 release (#78)

* Refactor and update to weapon rolling system (#69)

* adding nationalization strings and changes to support new weapon chat message

* Changed sheet scripts to treat characterweapons and starshipweapons the same as regular items and call on actor.js rollGenericItem.

Changed Actor.js to correctly use characterweapon  items with roll.js performWeaponRoll().

Heavily overhauled roll.js. Created new helper functions to simplify repeated code, including generating strings from challenge dice, which is now down in multiple places. performWeaponRoll() now generates a nice weapon block for chat using the genericItemTemplate, and also generates the damage roll to append to it. I think it looks quite slick.

The genericItemTemplate() now takes an itemId string and appends it to an html element as an attribute named data-item-id to enable functions from the Maestro module.

i18n strings had to be changed for this new weapon roll display, this was done in a previous commmit.

Damage for weapon rolls is computed directly at roll time from the weapon's base damage stat and the owner's security stat rather than scraping the number off the character sheet HTML.

All rolls are now asynchronous, to match the upcoming changes in FoundryVTT. This will prevent depreciation warnings in the console, and breaking change headaches when the new version of FVTT comes out.

All files have been fixed to pass eslint.

This commit addresses outstanding bug/issues #36, #67, and #68

Co-authored-by: Mike Schoen <mkscho63@gmail.com>

* V10 update (#77)

* Dealing with all deprecation warnings, and abstracting the default image.

* More v10 corrections.

* Changed 'name' to 'id' in the system json

* Removed unnecessary leading slash from defaultImage

* Replace sidebar LCARS deco with hard gradient (#63)

* Replace sidebar LCARS deco with hard gradient

* Use overlayed gradients to fix background

* Fixing issue with build and tracker swapped to hiding at the bottom

* Fixing more v10 compatibility issues

* pt_BR Translation for this module (#76)

* Patch fr.json (#73)

* Update fr.json

Hello, it's just for a French translation or spelling

* Update fr.json

* v1.1.7

* fixing a couple minor issues before releasing 1.1.7

Co-authored-by: Ada <hiddenkrypt@gmail.com>
Co-authored-by: IHaveThatPower <mcc@mcc3d.com>
Co-authored-by: Sophia Pearson <codergal89@gmail.com>
Co-authored-by: André S Nascimento <45982225+andre-s-nascimento@users.noreply.github.com>
Co-authored-by: LaPatte <bearsurfeur@gmail.com>

* v1.1.8

* Pushing 1.1.8 package

* v1.1.9

* renaming package file

* Add check for tag in actor name to allow attributes less than 7

Resolves #80

---------

Co-authored-by: Mike Schoen <mkscho63@gmail.com>
Co-authored-by: Ada <hiddenkrypt@gmail.com>
Co-authored-by: IHaveThatPower <mcc@mcc3d.com>
Co-authored-by: Sophia Pearson <codergal89@gmail.com>
Co-authored-by: André S Nascimento <45982225+andre-s-nascimento@users.noreply.github.com>
Co-authored-by: LaPatte <bearsurfeur@gmail.com>
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3 participants