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Releases: Wibble199/FoundryVTT-Terrain-Height-Tools

Release v0.3.5

27 Jul 08:51
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  • Nothing new or exciting in this release, just a fix to the automated release process because it was not including the files required to provide the presets.

Release v0.3.4

26 Jul 19:51
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  • Adds a new 'Import Preset' button to the terrain types config screen which allows new users to easily get started with Terrain Height Tools. For now, there is just the one preset designed for LANCER, but if you have more that you would like to submit please raise a PR or issue here on GitHub! Resolves #10, thanks @BoltsJ for the suggestion and @Eliemer for providing the preset!
  • Numbers that end with *.25, *.5, or *.75 are now shown as proper fractions on when labelling terrain shapes or using rulers. For example, a H0.5 terrain will now show as H½, and a ruler drawn at a height of 2.5 would show as H2½. If you prefer the old behaviour, this can be turned off in the module settings. Thanks to tradiuz on Discord for the suggestion!
  • Added tooltips to the height and elevation text boxes in the terrain painting palette so that it is more clear what the difference between the two is.

Release v0.3.3

24 Jul 11:13
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  • Added the ability for terrain to be elevated off the ground. When testing line of sight, the LoS rays can now pass underneath terrain shapes. Resolves #7, thanks @Eliemer.
  • When selecting the Token Line of Sight tool, it will now attempt to auto-populate the primary and secondary tokens. This behaviour can be turned off per-player in the module settings. Resolves #8, thanks @kaffo.
    • Primary token will prioritise the user's first selected/highlighted token, falling back to the user's assigned character's token if no token is selected.
    • Secondary token will use the first targeted token on the scene, unless that token was selected as the primary token.
  • Add pipette tool which can copy the config of an existing terrain tile on the scene.
  • Update API to with additional functions: calculateLineOfSightRaysBetweenTokens, clearLineOfSightRays, drawLineOfSightRay, drawLineOfSightRays, and drawLineOfSightRaysBetweenTokens. See API docs for more details. Resolves #9, thanks @BadIdeasBureau.

Release v0.3.2

17 Jul 15:17
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  • When using the Token Line of Sight tool, you now have the option to choose where a ray vertically starts from in respect to that token - either the top (current behaviour, and default behavior going forwards), middle or bottom. DMs can also set the default for this in the module settings. Thanks to redox on Discord for the suggestion.
  • Fix uncommon bug with determining whether a Line of Sight ray starts in a shape (specifically when the start point lies outside a shape, but is inside the shape's bounding box, and shares the same Y coordinate as an odd number of hex vertices on a hex rows grid). Thanks to redox again on Discord for finding and reporting the issue.
  • Fix bug where the Line of Sight Ruler tool was no longer intersecting with flat terrain even the 'Include Flat Terrain' checkbox was turned on.

Release v0.3.1

13 Jul 19:27
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  • Removed the dependency on socketlib. Thanks to Bolts on Discord for highlighting that I didn't need to use it for this use case.

Release v0.3.0 - The Line of Sight Update 🎉

13 Jul 18:04
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Important

Terrain Height Tools now requires the libWrapper module. If you are updating from a previous version, Foundry will NOT tell you that you need to install it, so please make sure you do so!
(v0.3.0 technically also needs socketlib, but this dependency was removed again in v0.3.1)

Well after working on and off for the past month and half of on this feature, it's finally arrived!

This release adds two new tools to the Terrain Height Tools arsenal:

  • A ruler for testing line of sight between two arbitrary points on the scene.
  • A tool that allows you to select two tokens on a scene, and have THT draw lines of sight from centre-to-centre and edge-to-edge between them.

los-rays

In future I plan to expand on this feature more, such as by allowing tokens to optionally provide terrain for example, but I wanted to get this first version out the door before I go too wild.

Give it a whirl and let me know on Discord what you think. Also please let me know if you have any issues such as the line showing that it is intersecting a shape when it clearly isn't - there's a lot of edge cases that caused me a headache with this, but I think I've resolved most of them hopefully.

Release v0.2.3

14 Jun 14:05
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  • Fix issue introduced in v0.2.2 where the terrain map visibility radius was not correctly following the mouse.

Release v0.2.2

14 Jun 10:18
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  • Fix an error where the height map would always render above tokens and tiles (accidently introduced in the v11 migration).

Release v0.2.1

11 Jun 16:36
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  • Fixes terrain tools painting on any mouse button, instead of only left mouse, making panning while using the tools awkward.
  • Fixes the terrain types config window always showing 'Arial' as the font on load, even if a different one has been selected. Fixes #3.

Release v0.2.0

04 Jun 18:39
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This version adds support for Foundry v11. Closes #1.

Important

THIS RELEASE AND ALL RELEASES GOING FORWARDS WILL NO LONGER SUPPORT FOUNDRY V10.

This is because Foundry v11 majorly updates the rendering engine (PIXI.JS) from v6 to v7, and it is not easy or feasible to support both versions simultaneously.

Known issues:

  • There is an issue that prevents the canvas from being panned after quickly single left-clicking when editing the terrain height map. This happens with any tools, but is especially noticable when using the fill/erase fill tools. If this happens, simply move the mouse over another part of the webpage, such as the toolbox or hotbar, and then you will be able to pan again. This should only have the potential to affect GMs.