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Releases: caewok/fvtt-terrain-mapper

Ramp/steps improvements

04 Nov 23:42
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Correct issue preventing editing of multiple wall heights when Wall Height module is active.
Prevent elevation from dropping to a large negative value when moving into and out of a region hole in one movement. Addresses #61.
Improvements to how region steps are measured to avoid having the token elevation lose sync with the steps during certain movement paths.
Change the overlay legend for region steps to vertical bars that slightly increase in width as the steps move up. Addresses #59.
When a token teleports into a plateau or ramp, set the token elevation to the plateau/ramp height at that location. Will only cause the token to change elevation if the region is active at the starting elevation of the token. Closes #63.

Update to libGeomtry v0.3.17.

Full Changelog: 0.4.8...0.4.9

Regions with holes quick fix

10 Oct 15:21
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Address issues with moving through plateaus with holes. Fix handling of scene floor for regions with holes so that tokens do not "fall through" to large negative elevations and then back. Addresses #64.

Full Changelog: 0.4.7...0.4.8

Quick fix re duplicate effects

06 Oct 11:19
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Allow application of duplicate terrain effects when dragging tokens into regions.
Update libGeometry to v0.3.16.

Full Changelog: 0.4.6...0.4.7

Performance and plateaus as holes

17 Sep 13:25
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Add Italian localization. Thanks @GregoryWarn!
Avoid using the tile hole cache until the workers finish processing to avoid errors when moving tokens immediately on scene load. May address #53.
Improve performance when measuring the movement penalty in terrains. Closes #58.
Use active effect origin to track which regions add terrains, to improve how terrains are added and removed when duplicate terrains are applied.
Handle region ramps or plateaus that move below the scene elevation (i.e., negative elevation values). Closes #57. As a result, you can now create "holes" in a scene using a plateau set to a value lower than the scene background.
Update libGeometry to v0.3.14 and refactor the cutaway methods.

What's Changed

New Contributors

Full Changelog: 0.4.5...0.4.6

User token error

07 Sep 00:13
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Fix for token undefined error when user drags token. Closes #52.
Update Brazilian Portuguese translation. Thanks @Kharmans!
Update libGeometry to v0.3.13.

Full Changelog: 0.4.4...0.4.5

Ramps and Levels

03 Sep 00:08
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Add a setting to the region configuration to treat polygons separately when using ramps. With this setting, each non-hole polygon gets its own ramp from low --> high elevation. With this setting disabled, all non-hole polygons are treated as a single ramp.

Correct calculation of ramp when multiple polygons are present. Closes #48.
Fix testing of tile holes, which was causing the measured elevation of the tile to fail.
If Levels module is active, use the { teleport: true } option when changing elevations for stairs and elevators to avoid a Levels error re changing floors.
When taking stairs and elevators on a gridded map, attempt to snap the token to the next grid location (unless the path is blocked).
Provide sensible defaults for ramp settings to avoid errors if undefined.
Update libGeometry to 0.3.11.

Full Changelog: 0.4.3...0.4.4

A5E and active effect statuses

30 Aug 21:06
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When adding active effects, toggle on associated statuses manually so they are properly shown as enabled in the token HUD and actor sheet. When removing active effects, toggle associated statuses off manually unless the statuses are also provided by another active effect. Related #45.
Do not strip out AE statuses when adding the terrain icon to the status array. Closes #45.
Add terrain examples for a5e system. Closes #42.
Fix hook for a5e so that when a terrain effect is updated, its name and icon are updated in the terrain list.
Update Brazilian Portuguese translation. Thanks @Kharmans!

What's Changed

Full Changelog: 0.4.2...0.4.3

Reset-to-ground

29 Aug 22:10
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Add a reset-to-ground option for the stairs and elevator behaviors.
Update Brazilian Portuguese translation. Thanks @Kharmans!

What's Changed

Full Changelog: 0.4.1...0.4.2

Stairs and Elevators

28 Aug 17:11
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Change setElevation region behavior to a stairs behavior. Add an elevator behavior. Present dialog to user for elevator and optional dialog for stairs.
Update Brazilian Portuguese translation and add to the module.json. Thanks @Kharmans! Closes #39.

Fix PF2e error on scene load. Closes #36, #37.
Fix for incorrectly displayed height. Closes #38.
Refactor how plateaus and ramps change tokens, to provide better compatibility with Levels and other modules.
Remove blank stairs type option from the config.
Improve compatibility with Elevation Ruler.
Update libGeometry to v0.3.9.

What's Changed

New Contributors

Full Changelog: 0.4.0...0.4.1

Plateaus, Ramps, Steps, and Tiles

11 Aug 23:03
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Add a Terrain Mapper tab to the region configuration with options to make a 3d region shape:

  1. Plateau: Region treated like a physical plateau with a flat top at a given elevation. Note that the region affected area can continue above the plateau.
  2. Ramp/Steps: Like Plateau but the top goes from a low to a high elevation, either continuously or at a given step size.

Modify the SetElevation behavior to act like stairs, moving a token up or up/down.
Automatically adjust token elevations as they move across region plateaus/ramps/steps, accounting for flying or burrowing tokens.

Add config options to overhead tiles to treat them as a "floor" at the set tile elevation. Include options to ignore the transparent rectangular boundary and to treat transparent tiles (alpha <= 0.75 ) to be holes. Add CONFIG.terrainmapper.holePercentThreshold to modify how large the hole has to be for a token to "fall through."

Set scene config elevation step to "0.1" so that it accepts decimal values. Closes #33.
Added basic Brazilian Portuguese translation. Thanks @Kharmans!
Modifications to better support move and move penalty calculations in Elevation Ruler when crossing regions or tiles.

What's Changed

New Contributors

Full Changelog: 0.3.3...0.4.0