Releases: caewok/fvtt-elevated-vision
Fix for The Forge file saving
Fix for storing elevation data in The Forge. Resolves issue #60. See releases v0.4.9 and v0.4.10 describing the Foundry v10 version.
Fix for broken 0.4.11 release
Update changelog
Fix for The Forge caching
Try a cache-busting URL to avoid file caching issue with texture image data when in The Forge.
Forge file fix
Backport from upcoming v0.5.2 to fix storing elevation data in the Forge. Should resolve issue #60. File path creation should no longer override the "html://" prefix. Avoids use of FilePicker.browse
in favor of FilePicker.createDirectory
.
WebGL shadows are back!
WebGL shadows rewritten entirely. No longer a limit on the number of walls it can consider when calculating shadows using the GPU. (Technically, may be limited by the number of attributes that can be passed to a shader, but that should be sufficiently large for most use cases.) WebGL shadows also should be a lot more performant because shadows are drawn to a texture which is then used for rendering---this avoids a lot of calculations in the fragment shader on the fly.
Lights now display their elevation when the lighting layer is active.
Token vision is now based on token height, which can be set using Wall Height module. Making a token prone reduces the token height and changes the shadows accordingly.
Elevation colors
GM can define a minimum and maximum elevation color in settings. The coloration in the elevation layer will be interpolated between the two colors, based on the scene minimum and the current maximum elevation in the scene. Addresses, at least partially, issue #56.
Elevation Range and Elevation Data Storage
Elevation can now handle up to 65,536 distinct values. This is accomplished by utilizing both red and green channels of the elevation image.
Switched to storing the elevation data for each scene as a webp image in worlds/[world-id]/assets/elevatedvision/[world-id][scene-id]-elevationMap.webp. Previously, the elevation data was stored in the scene flag. Switching to storing an image should be faster by avoiding database churn. In addition, I will backport this to v10 to avoid a potential v10 database issue if the length of the elevation data got too long.
Switched to a Foundry worker for saving the elevation data image when it is modified, which should be faster than the previous approach.
Fixed an error seen in v11 whereby setting the elevation of a grid square would create a border with a lower elevation.
v10: Backport of Elevation Data Storage
Backport from v0.5.1 of storing the elevation data for each scene as a webp image in worlds/[world-id]/assets/elevatedvision/[world-id][scene-id]-elevationMap.webp. Previously, the elevation data was stored in the scene flag. Switching to storing an image should be faster by avoiding database churn. Avoids a potential v10 database issue that could cause the world not to load if the length of the elevation data got too long.
FoundryVTT v11
Updated for Foundry v11. Update geometry lib to v0.2.1. Display of the elevation number when in the elevation layer is now faster.
WebGL shadows disabled until a more robust solution can be implemented.
Bug fixes
0.4.7
Fix for error thrown with rotated tiles, due to bug in PixelCache.
Remove unnecessary console warning re PixelCache uneven division.
0.4.6 (combined with 0.4.7)
Possible fix for issue #54 (moving to new scenes that do not have EV properties set).
Is Potato? Set shadows algorithm to "None" for the scene if performance mode is set to low.
Fix for warning about rendering failure with "/" when opening lighting configuration.