Releases: caewok/fvtt-terrain-mapper
Release list
King of the Hill
New Features
Added a hill control to region controls that allows the GM to define a cubic Bézier curve, representing an elevated hill, for the region.
Added hill terrain type to the configuration.
Added hill type to permit 3 different types of interpretations for translating the curve to the 2d region surface:
- linear (along a single direction; parallel lines in the region share the same curve)
- ridge (curve defines a ridge; hill slopes downward proportionally in directions normal to the ridge)
- symmetrical (curve is mirrored in a circle)
Other fixes
Improve walking path algorithm. Remove dependence on ClipperJS, even for underground terrain.
Region config tab now hides unneeded settings when switching between terrain types.
Update libGeometry to v0.6.1.
Full Changelog: 14.0.0...14.0.1
Foundry v14
Update for Foundry v14.
Change version numbering to follow Foundry versions.
Deprecations:
- Removed the Terrain Book and all active effect handling, including the setTerrani . Foundry v14 has difficult terrains for regions and better active effects handling for regions, so this feature no longer provided sufficient additional value over base Foundry, and was quite complex.
- Removed blocking wall behavior type, as Foundry v14 has a similar option in regions.
Features:
- You can now define below-ground terrains by setting the plateau top (or ramp top/bottom) to a value less than the scene elevation. By default, scene elevation is 0 and negative values for terrain are acceptable.
Performance improvements:
- Avoid using Clipper for terrain path creation unless below-ground regions are present.
- Simpler method to identify tile holes that does not rely on pixel-level measurements.
Update to libGeometry v0.6.0.
Full Changelog: 0.5.2...14.0.0
libGeometry update
Update to libGeometry v0.5.3.
Full Changelog: 0.5.1...0.5.2
LibGeometry update and PF2e fixes
Fixes for Terrain Book searching.
Simplify AsyncQueue.
Update Brazilian translations. Thanks @Kharmans!
Add PF2e movement types and fix for incorrect elevation reset. Thanks @jlnnr!
Update to libGeometry v0.5.
What's Changed
- Update pt-BR.json by @Kharmans in #91
- Bump actions/checkout from 5 to 6 by @dependabot[bot] in #100
- Fixes for PF2e and flight path construction by @jlnnr in #106
New Contributors
Full Changelog: 0.5.0...0.5.1
Foundry v13
Foundry v13 compatibility. Issue #84.
Relies on the new Foundry Token Ruler implementation.
- Movement is affected by choice of Movement Action in the token HUD.
- When the token is over/under a terrain or an overhead tile its movement is constrained.
- Walking: will move up terrains, "fall" off terrains and overhead tiles. Cannot leave the "ground."
- Fly: Allows tokens to leave the ground.
- Burrow: Allows tokens to cut through terrain and move down (e.g., from an overhead tile straight down to the ground.)
- Blink/Teleport: Ignores movement constraints altogether.
- Elevation adjusts when draggin the token across terrains or tiles.
Updated stairs and elevators for v13 region behaviors.
Moved terrain (region) walls to a region behavior. Issue #88.
Added an option to the scene config to disable movement constraints.
Update to libGeometry v0.4.4.
What's Changed
- Bump actions/checkout from 4 to 5 by @dependabot[bot] in #85
- Update pt-BR.json by @Kharmans in #86
Full Changelog: 0.4.10...0.5.0
Region walling
Fix for permissions error when users load a scene with new tiles. Issue #82.
Fix wall deletion for the WallTracker. Issue #78.
When duplicating terrain effects, give each a new unique id to avoid having them ignored in favor of original. Issue #75.
New Features
Add CONFIG.terrainmapper.animPercentelevationAnimationPercent to allow the user to decide how fast the elevation animation should go. Also avoid refreshing visibility in the middle of elevation changes to attempt to speed it up. Issue #75.
Add options to the region config to treat the terrain as having walls that block light/sight/sound/move or provide physical cover.
Update to libGeometry v0.4.2.
Full Changelog: 0.4.9...0.4.10
Ramp/steps improvements
Correct issue preventing editing of multiple wall heights when Wall Height module is active.
Prevent elevation from dropping to a large negative value when moving into and out of a region hole in one movement. Addresses #61.
Improvements to how region steps are measured to avoid having the token elevation lose sync with the steps during certain movement paths.
Change the overlay legend for region steps to vertical bars that slightly increase in width as the steps move up. Addresses #59.
When a token teleports into a plateau or ramp, set the token elevation to the plateau/ramp height at that location. Will only cause the token to change elevation if the region is active at the starting elevation of the token. Closes #63.
Update to libGeomtry v0.3.17.
Full Changelog: 0.4.8...0.4.9
Regions with holes quick fix
Address issues with moving through plateaus with holes. Fix handling of scene floor for regions with holes so that tokens do not "fall through" to large negative elevations and then back. Addresses #64.
Full Changelog: 0.4.7...0.4.8
Quick fix re duplicate effects
Allow application of duplicate terrain effects when dragging tokens into regions.
Update libGeometry to v0.3.16.
Full Changelog: 0.4.6...0.4.7
Performance and plateaus as holes
Add Italian localization. Thanks @GregoryWarn!
Avoid using the tile hole cache until the workers finish processing to avoid errors when moving tokens immediately on scene load. May address #53.
Improve performance when measuring the movement penalty in terrains. Closes #58.
Use active effect origin to track which regions add terrains, to improve how terrains are added and removed when duplicate terrains are applied.
Handle region ramps or plateaus that move below the scene elevation (i.e., negative elevation values). Closes #57. As a result, you can now create "holes" in a scene using a plateau set to a value lower than the scene background.
Update libGeometry to v0.3.14 and refactor the cutaway methods.
What's Changed
- v0.4.4 by @Kharmans in #50
- Update module.json by @GregoryWarn in #56
- Create it.json by @GregoryWarn in #55
New Contributors
- @GregoryWarn made their first contribution in #56
Full Changelog: 0.4.5...0.4.6