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Releases: caewok/fvtt-elevated-vision

Alt Token Visibility compatibility

10 Apr 22:16
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Change to how elevation getters are set on placeables to improve compatibility with Alt. Token Visibility.

Autoelevation, Enhanced Terrain Layer, and 3d Canvas fixes

10 Apr 00:48
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Refactor token elevation calculator class. Now split into three parts:

  1. CoordinateElevationCalculator: Elevation using a single point.
  2. TokenPointElevationCalculator: Simple wrapper on (1) to accept a token instead of a point. Measured by token center.
  3. TokenAverageElevationCalculator: Extends (2) to use averaging over token shape.
    This provides additional tools for Elevation Ruler.

Add automatic elevation support for Enhanced Terrain Layer.

Better support for 3d Canvas.

Update geometry lib

07 Apr 05:00
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Update geometry lib to 0.1.5.

Permissions fix

03 Mar 08:28
4b963bb
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Possible fix for permissions error for non-GM. See #47.

Perfect Vision fix

27 Feb 17:50
1f61323
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Possible fix for PV where it expects integer values for Tile pixel width and height.

Lower resolution textures and auto elevation revamp

25 Feb 23:47
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Overhaul the saving and loading of the elevation texture so lower resolution images can be used. Should resolve issue #38 (large maps) and generally improve speed.

Use a pixel cache for elevation texture and tile textures. Add patch for Foundry issue #8831. Improves speed and allows for more complex auto-elevations.

Move selection of auto-elevation and shadow algorithm to the scene configuration. As a consequence, the world settings now operate as default values for new scenes.

Added an optional "fly" button to the token controls when auto-elevation is enabled. When the button is enabled, it tells EV that the token should fly if it encounters a lower elevation (like a terrain cliff or a tile hole).

New methodology to determine elevation automatically. Auto-elevation will consider a token to be "on-the-ground" if the token elevation equals the terrain elevation or the elevation of an overhead tile at that position. Transparent portions of tiles are ignored (treated as "holes"). If the fly button is not enabled, as a token on the ground moves, it's elevation will adjust up or down. If the fly button is enabled, a token's elevation will not change if it would result in a movement down further than the token height. In effect, the token will be treated as "flying" over valleys or terrain holes. May resolve issue #28.

The new auto-elevation allows for use of bridges over canyons and tiles with transparent holes.

Possible fix for multiple changes to the minimum elevation when using Levels 3D. Auto-elevation and shading will be disabled when a scene is using 3D.

Use the changelog dialog from Perfect Vision.

Fix upload of elevation files from the EV control panel.

Fix for enhanced LOS

26 Jan 20:47
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Fix for enhanced LOS when limited walls or walls with defined heights are present.

Update geometry lib

26 Jan 19:38
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Update to geometry lib v0.1.3.

Fill!

24 Jan 17:22
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Much improved fill algorithm. Closes #22.
Fix for terrain wall shadows when rendering using Polygons or WebGL. Possibly fixes #37.
Ignore tiles with infinite elevation when setting token elevations. Allow GM to set the tile elevation in the tile config, which will override the terrain elevation at that point.

Experimental speed-up to vision/lighting/sound rendering when the source is contained in a closed set of walls. Uses the fill algorithm to identify closed polygonal areas, speeding up the clockwise sweep.

Update to geometry lib v0.1.2.

Geometry lib update

10 Jan 16:45
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Update to geometry lib v0.1.1.