Releases: Wibble199/FoundryVTT-Terrain-Height-Tools
Release v0.4.6
Another important fix for a bug introduced with the last patch. Seems I can't stop breaking stuff at the moment 🙈
- Fix error when trying to load scenes without any THT data.
Release v0.4.5
Release v0.4.4
- Fix the top/middle/bottom buttons on the token line of sight tool not working.
- Implement a new
%t%
placeholder for labels, which is the top of the shape (elevation + height). Resolves #14, thanks @Z3nner. - When the token elevation change feature is turned on, tokens will now have their initial elevation set when being dragged onto solid terrain within the scene.
- Implement Lancer-specific logic for token heights, which should stop the token line of sight tool treating size 0.5 tokens as size 1s.
Release v0.4.3
- Changed 'Label Format' and 'Label Format (Elevated)' fields to be text areas to allow multi-line labels.
- Fix error that caused an error when trying to import terrain types from a JSON file which had non-null
elevatedTextFormat
values. - Fix 'None' fill type working identically to 'Solid' fill type.
- Partial compatibility fix with
ui-scaler
module.- Fixes the errors when the mouse is moved (error was due to
ui-scaler
incorrectly wrapping a function). - Does not fix the weirdness with the terrain viewer being in the middle of screen.
- Fixes the errors when the mouse is moved (error was due to
Release v0.4.2
- Fixes an issue where having the visibility radius setting turned on while viewing a scene without any terrain shapes would cause a white circle to appear and follow the mouse.
Release v0.4.1
- Quick change to remove the lower limit on the new texture scaling options. Will now allow negative scales to mirror an image.
Release v0.4.0 - Terrain Stacking Update 🎉
The headline feature for this version is the ability to stack multiple types of terrain on a single grid space. 🎉
- To do this, you can use one of the new modes when using the paint tool.
- The erase tool has been re-written and will now allow you to optionally only delete some terrain types and/or only delete terrain within a specific height range.
- The fill tool has been removed because I was finding it hard to come up with a way of making it work that made intuitive sense. I do intend to bring it back at some point.
- A new terrain viewer is available which gives a side-view of the terrain under the mouse cursor. This is shown when editing terrain, or when holding the keybind (default Q).
Other notable changes include:
- 📄Big rewrite of the documentation! The readme now contains player-facing instructions, and a dedicated markdown doc contains the GM instructions.
- ⬆️ The automatic token elevation change option is now a world-level setting, not a client-level one. Please note that this does mean you will need to re-enable this feature if you already had it turned on. Sorry :c
- 🖨️ Terrain types now have a "Label Format (Elevated)" option. If this is not empty, then this format will be used instead of the normal format when a terrain shape has a non-zero elevation. No more making extra elevated versions of terrain types.
- 🖼️ Terrain types with texture fills can now specify translation and scaling for the texture.
- ✏️ No-height/flat terrain is now renamed to "Zone" to hopefully be clearer.
- 🐞Fixed a bug with the line of sight calculation that could sometimes cause it to give incorrect end heights for non-horizontal rays which pass through shapes.
Breaking API changes
calculateLineOfSight
does not includeterrainTypeId
,height
, orelevation
, but instead has ashapes
array.getShape
no longer exists, and has been replaced withgetShapes
which returns an array.getCell
now returns an array instead of an object/undefined.paintCells
now takes amode
option instead of anoverwrite
option.
Please see the API documentation if any of this affects your scripts.
Important
Please note that one you have updated to this version and made changes to a scene, that scene will no longer be compatible with previous versions of THT. You would need to clear the THT data from a scene if you wished to downgrade for whatever reason.
Release v0.4.0 beta 1
Beta for version 0.4.0, the headline feature of which is terrain stacking (i.e. multiple terrains at different heights in a single cell at different heights).
The documentation/readme/API has not yet been updated to reflect the new functionality as it is still subject to change.
Warning
The migration that will be applied to the terrain data for scenes is IRREVERSIBLE. This means that if you upgrade from v0.3.x to this version, and make changes to a scene, you will not be able to go back without first (manually) clearing the THT data for that scene.
This beta release will not be published to the Foundry registry and must be installed manually.
Release v0.3.7
- Add a new option 'Always visible' to terrain types. Turning this on for a terrain type will mean that any terrain painted with that type will always be visible to players regardless of whether they have the vision radius setting turned on, or the "Toggle Terrain Height Map" button in the token menu turned off. Thanks to Disinteger on Discord for the suggestion!
- Add new tool to convert terrain shapes into drawings and/or walls. Select the tool, then click on the shapes you wish to convert. Thanks to tradiuz on Discord for the suggestion! Notes:
- Polygons with holes and a fill do not convert nicely to drawings. This is because Foundry's shapes are simple and do not have the ability to have holes. This is not something I can easily fix.
- When converting a shape to a drawing, the label is added to the shape, rather than as it's own dedicated drawing. This means that the position of the label is liable to change.
- Altering a shape after converting to a drawing or walls will not update the drawings/walls.
- Added a few tooltips to the "Has height", "Always visible" and "Is solid" checkboxes on the terrain type configuration dialog.
Release v0.3.6
Finally got around to doing a couple of the long-standing feature requests:
- Adds an option to automatically adjust a token's elevation when it is moved on a scene. Resolves #11, thanks @hylandpad.
- A token's elevation above the ground is maintained. For example if a token had an elevation of 2, and was moved over H3 terrain, the new elevation of the token would be 5 (i.e. it would be 2 above the H3).
- An option has been added to the terrain type configuration, allowing terrain types to be marked as solid or non-solid (default is solid). Non-solid terrain is ignored for the purposes of automatically adjusting elevation. For example, smoke would be marked as non-solid so that a token moving into the smoke would not change elevation.
- For large tokens that occupy multiple grid spaces, the highest terrain underneath it is used.
- The setting is per-user, and is disabled by default.
- Height and elevation values now respect the scale set for a scene. This means that when using the token line of sight layer when the scene's scale is not 1, the values will be correct. For example if the scale is set so that each grid represents 5, then a token that takes up a 2x2 square on the grid will have a height of 10. Resolves #12, thanks @msprijatelj.