Releases: caewok/fvtt-elevation-ruler
Wall Height fix and misc fixes
Fix for multiple token dragging resulting in token moving through a wall. Closes #224.
Correct error with Pathfinding when Wall Height 6.1.0 is active. Pathfinding will now assume vaulting is enabled if Wall Height is present. Closes #223. Thanks @drcormier!
Add speed method to handle dnd5e group actor speed (air, land). Closes #221.
Correct ruler measurement in gridless scenes after waypoint is placed. Closes #220.
Fix display of other user's ruler distances. Closes #219.
What's Changed
- Removed Wall Height Vaulting flag by @drcormier in #222
New Contributors
- @drcormier made their first contribution in #222
Full Changelog: 0.10.14...0.10.15
Move penalty quick fix
Fix for NaN in the move penalty calculation when moving over regions.
Full Changelog: 0.10.13...0.10.14
DAE and dnd4e compatibility
Use a cached map to track move penalties for different region combinations. Improves compatibility with Dynamic Active Effects while not severely impacting performance. Addresses #209.
Use a mixed wrap instead of override for Ruler#_computeDistance
, which improves compatibility with some systems, like dnd4e. Closes #213.
Full Changelog: 0.10.12...0.10.13
Movement penalty fixes
Fixes for calculating movement penalty in drawings.
Avoid displaying the default ruler label in some situations when using the custom label. Closes issue #212.
Fix for PF2e speed not displaying correctly. Closes issue #211.
Fix for user seeing the GM ruler when moving hidden tokens. Closes issue #207.
What's Changed
- Shadow Of The Demon Lord support by @sasquach45932 in #208
New Contributors
- @sasquach45932 made their first contribution in #208
Full Changelog: 0.10.11...0.10.12
Performance and misc fixes
When snapping pathfinding to grid, avoid two waypoints within the same space when snapping is possible.
Fix for ray undefined in cost measurement.
Add invisibility to the default ignored statuses for pathfinding. Closes #202.
Don't show movement penalty in the ruler labels if token has certain statuses, like hidden. Closes #200.
Faster measurement of movement penalty through regions in conjunction with improvements added in Terrain Mapper v0.4.6.
Fix for ruler not functioning in sfrpg. Closes #206.
Update libGeometry to v0.3.14.
Full Changelog: 0.10.10...0.10.11
Pathfinding snap-to-grid fix
Improve how the pathfinding path is cleaned when snapping to grids to avoid weird backstepping issues. Should be a bit more aggressive in finding a viable grid-center path.
Don't pathfind around hidden tokens. Closes #200.
Fix for error re clone function not found when tracking combat move history. Closes #201.
Measurement tweaks
Additional fix for 5-10-5 using 10-5-10 (the offset distance was not fixed previously). Closes #195, #196.
If the movement cost is rounded to 0, don't display the label. Closes #196.
Update Polish translation. Closes #199. Thanks @Lioheart!
Fix for movement penalty getting inverted for grid measurement option. Closes #198.
Fix right-click to add waypoints. Closes #197, #192.
Full Changelog: 0.10.8...0.10.9
10-5-10-5...
Fix for 5-10-5 using 10-5-10 and vice versa. Closes #195.
Update libGeometry to v0.3.12.
Full Changelog: 0.10.7...0.10.8
Moar Bresenham!
Switch to using Bresenham 3d algorithm to determine 3d grid path for square grids. Use Bresenham 4d algorithm to determine 3d grid path for hex grids (hex-cube dimensions + elevation dimension). Closes #194.
For pathfinding, don't consider walls blocking if the wall top elevation equals the token elevation (but still blocks if wall bottom elevation equals token elevation).
If Wall Height module is active and vaulting is enabled, ignore walls within the vaulting height.
Update Italian localization. Thanks @GregoryWarn!
Update Brazilian Portugese translation. Thanks @Kharmans!
Update libGeometry to v0.3.11.
What's Changed
- v0.10.6 by @Kharmans in #190
- v0.10.6 by @GregoryWarn in #193
Full Changelog: 0.10.6...0.10.7
Math is hard!
New Features
Setting to apply movement penalties per-grid-space. Defaults to enabled. For gridded scenes, this will (1) count regions/tokens/drawings as imposing movement penalty only if the region/token/drawing overlaps the center point of the grid space and (2) impose the penalty at a grid-space level. If disabled, this will proportionally apply the penalty based on the precise movement path. Closes #181.
Setting to add (or subtract) a flat amount when moving into a grid space with a token penalty. E.g. +5 per grid square. Add parallel setting to drawing configuration. (May add a similar toggle to regions in Terrain Mapper if this cannot be easily handled using active effects.) Closes #125.
Bug fixes and other updates
Correct NaN distance when using hex grids. Closes #188.
Don't treat walls as blocking if the top elevation equals the token elevation. Closes #189.
Update Italian localization. Thanks @GregoryWarn!
What's Changed
- v0.10.5 by @GregoryWarn in #187
Full Changelog: 0.10.5...0.10.6