Releases: caewok/fvtt-elevated-vision
0.5.13
Tweaks so elevation measurement works with Elevation Ruler.
Fix for manual elevation change failing when autoelevate tokens is enabled. Closes issue #105.
Fix for #104 (cannot see over walls). Fixes shadows incorrectly sized because point source elevations were getting set to 0 incorrectly.
Fix for Color Picker registration failing, causing setting elevation to fail. Closes issue #107.
Update geometry lib to 0.2.17.
Full Changelog: 0.5.12...0.5.13
Terrain wall shadow leakage
Fix terrain wall shadow leakage when walls are in a "V." Closes issue #95, but unfortunately causes the terrain walls to lose their penumbra with sized light sources. See issue #103. This is preferable to shadow leakage because the penumbra is a subtle visual-only effect.
Refactor Settings internal class.
Update Patcher from ATV.
Update geometry lib to 0.2.12.
Circular brush
Accepted PR from @Larkinabout that added a resizable circular pixel brush option. Also fixed an error when scene shading was set to none and you toggled the Prone status effect. Thanks @Larkinabout!
Possible compatibility fix for Perceptive module. Issue #81.
Token Vision fixes
Fix incorrect shading for terrain for token vision LOS when webGL shadows are enabled. Closes issue #90. Thanks @demonkiller89!
Handle error when deleting walls.
Fix for token vision seeing through walls as tokens are moved around the scene. Closes issue #88.
Treat infinite light sources as elevation near integer maximum instead of setting to 0. Closes issue #89.
Update geometry lib to 0.2.11.
Levels Stairs
Fix for Levels stairs with autoelevation. Closes issue #80. Note that if there is no supporting tile or terrain underneath, the token will still fall to the bottom. Enabling the fly button also will make the token stay at the level set by the stair.
Fix for token update error. Closes issue #84.
Add check for Rideables module tokens and avoid autoelevating them. Closes issue #83.
Store per-user setting for status of the token fly button so it keeps its state when the scene/foundry is reloaded. Closes issue #85.
Update geometry lib to 0.2.6.
Automated elevation improvements
Rewrite of the code used to automatically estimate token elevation as a token moves around a scene. Added options in the token configuration (and default token configuration) to set the algorithm used for estimating terrain elevation and whether the token is on a tile:
- Center point. Use only the token center point. This is the least resource-intensive.
- Clustered center points. (Default option.) Use 9 points (including center) at 10% of the token minimum width/height from center. For elevation, take the median value. For tile opacity, take the maximum value (if any one point is on an opaque tile pixel, the token is on that tile).
- 9 points. Use default Foundry spacing for the 9 points. Otherwise same as (2).
- Average. Use a grid of closely spaced points on the token shape. For both elevation and tile opacity, use the average. This is the most resource-intensive.
Fix for issue #78 (object vision bug). Thanks, @Boomer-Kuwanger, for the PR!
Fix for issue #76 (diagonal walls and vision).
Fix for issue #77 (incompatibility with Limits)
Fix for issue #75 (ducking)
Fix for issue #70 (tiles with low opacity dropping tokens).
Fix for issue #69 (tiles near terrain not working for bridge).
Bug fixes
- Improve directional light shadow resolution by rendering only the shadow texture for the scene instead of the entire light radius.
- Keep the directional light position at the original x,y coordinates to allow more flexibility in displaying directional lighting that is meant to be overhead on a map. This also gives more options for animating directional lights. Note that directional lights can be set to 0 bright radius if you don't want the bright circle on the canvas.
- Set elevation angle of the directional light based on only the scene rectangle, which should fix issues with changing to the padding %. Closes issue #68.
- Fix handling of door updates so the shadows properly update when opening/closing doors. Closes issue #71.
- Fix handling of light position updates so that shadows properly update for threshold walls when the light is dragged. Closes issue #67.
Levels fix
Directional Lighting and Penumbra Shadows
GM can set a "light size" in the ambient light configuration. This controls the amount of penumbra in the shadow. Lights are modeled physically as 3d spheres, with penumbra appearing for the left and right edges of walls and top/bottom edges of limited height walls when the light source is above the wall.
GM can change an ambient light to a "directional light", which models a light source such as the sun or moon that is very far away. Moving the light around the scene controls its azimuth and elevation angle, with elevation angle approaching 90º as the light reaches the center of the canvas. GM can also set the solar angle, which controls the amount of penumbra in the shadow. All properties are physically modeled, allowing light to stream across the entire canvas. Lighting animations work as normal, although some are a lot better than others (sunburst, starlight, and fog are pretty good).
Rework of the switching between lighting algorithms in a scene, to avoid reloading the scene.
Fix for scene loading on The Forge
Correct error when loading scene for the first time.