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Release v0.4.0 - Terrain Stacking Update 🎉

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@github-actions github-actions released this 26 Nov 21:29
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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 include terrainTypeId, height, or elevation, but instead has a shapes array.
  • getShape no longer exists, and has been replaced with getShapes which returns an array.
  • getCell now returns an array instead of an object/undefined.
  • paintCells now takes a mode option instead of an overwrite 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.