The rolls still use the 3D physics engine, but they are serialized in order (depth-first).
JPG
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The rolls still use the 3D physics engine, but they are serialized in order (depth-first).
JPG
Getting following script errors when GM is sharing image to players
Code:Runtime Error: image: Snapshot size (0,0) does not match base size (1750,1750)
Runtime Error: image: Snapshot size (0,0) does not match base size (1750,1750)
Runtime Error: image: Snapshot size (0,0) does not match base size (200,240)
Runtime Error: image: Snapshot size (0,0) does not match base size (200,240)
Runtime Error: image: Snapshot size (0,0) does not match base size (200,240)
Runtime Error: image: Snapshot size (0,0) does not match base size (200,240)
Runtime Error: image: Snapshot size (0,0) does not match base size (376,526)
Runtime Error: image: Snapshot size (0,0) does not match base size (376,526)
Ikael were those errors showing with images that had already been shared from a previous session. Or was the player still on v3.6.6. I saw something similar in my Sunday game but the player was on 3.3.6 and on a mac. Him updating and then me unsharing and then resharing the image cleared the problem. I wanted to do more testing before reporting anything but haven’t had the chance to do so.
Subwindow tools look good. I'll sync a major release of one of my extensions to coincide with 3.3.7.
I've noticed the background image function has encountered the same Issue I had with syncing on my background map. It's not as major however as I need to deal with layer syncing etc... Tool sync might be an issue but it's light as it's just cursor modes.
It would seem all TTF files are black by default, they don't seem to accept their <color> arguments, in-fact they ignore them. fgf font files are unaffected.
Updates
- [CnC] Added NPC list views (by Letter/HD/Type) and list filters (HD/Type).
Is the 64-bit version no longer available for testing? I am no longer seeing it in my directory, and it doesn't pop up regardless of the Update channel I set (test or dev)
Ikael,
Could you clear the cache and see if you get the same error? Usually, those errors occur when the mask/drawing files are passed incorrectly from the host. However, given the player memory changes, I want to be sure.
Regards,
JPG
Updates
- Font assets using TTF fonts would only draw in black. Fixed.
Regards,
JPG
Zulithe,
The experimental 64-bit build is being removed until we can make it work, or determine it is not feasible with the libraries used by the FG code.
Regards,
JPG
me and GM tried map sharing again. I did not get the script errors anymore after the same images were shared, but whenever new image was shared the same errors popped up. Also for some unknown reason one image never loaded up. GM tried to share it yesterday in the game as well but none of the players got it, neither did I get it today.
In some modes, the mask makes the image transparent... Noticed this as a player in a game the other day.
https://s3.silent-tower.org/images/screenshot0164.png
Ikael,
I got another report from Lokiare as well; so I think there's something related to the change to reduce player memory. Basically, the player client does not automatically load image values in this version, which it has always done before. So, the issue is buried somewhere in the tangle of the image management code (set up before we took over); and one of the things I've deliberately tried to change the least to avoid issues like this. Hopefully, I'll be able to either recreate locally, or track some of the common paths to find out. Either that, or I'll have to revert the change.
Thanks,
JPG
Likewise I hope you manage to find it, or that it's so rare of a bug that it's an oddity when it occurs.
After testing with my players I've found that the memory management code changes on the players side are making such a huge difference. Much to the excitement and enjoyment of my player allowing them far greater books and resources open at their fingertips, and smoother running of the client due to lower resource load. The improvement is to the point that we are using the test version over the live version already for that change alone.
It would be quite the loss if the changes were to be reverted.
I hope turkey and rest inspires you!
During early initialization for subwindows in panels. setValue(<class> ,<datapath>) appears to not accept a string as a datapath for a client connection. If you wrap it to send as a Databasenode ie: DB.findNode(<datapath>) it will work. The error received is "incorrect type for argument 2" which is the datapath which I confirmed was a string prior to the call as it's... well a static string ie: setValue("panel_window","combattracker").
This oddly only occurs for panels in client mode for a client connection, and only during early initialization from what I have experienced. If setValue(string,string) is invoked later on on said panel, it'll work.
This setValue is invoked during onInit of a subwindow in a client mode panel.
The inner window reference (subwindow) from the subwindow control appears to leave a hanging reference rather than nil.
An example is if the window within the subwindow is closed, or logic invokes setValue(nil,"") on the control to clear the nested window.
ctrlSub.subwindow will continue to have a reference to the destroyed windowinstance rather than the expected 'nil'.
The only way to check if the subwindow reference is valid rather than hanging is to use a pcall to invoke on of its expected methods on a try/catch basis.
Updates
- [CoreRPG+] Author search added to Module Activation window.
- [CoreRPG+] Export button moved from Module Activation to Library.
- [CoreRPG+] Unidentified items in modules loaded into Manage Characters mode will now be fully accessible in the campaign lists.
- [CoreRPG+] Unidentified items from the campaign list added to a PC while in Manage Characters mode will be identified.
- Client snapshot error on image share. Fixed.
JPG
Updates
- [SFRPG] New image button placement fixed.
- [DEV] When determining tooltip of token widgets, the backmost widget was being used. Fixed to use the foremost widget.
JPG
@Andraax,
The transparency issue may have been related to the other snapshot errors that I just addressed. Please let me know if you see that again.
Regards,
JPG
Updates
- [DEV] subwindow: The subwindow member variable was not reset correctly when using the new setValue API call. Fixed.
@Ken L,
In regards to using the subwindow.setValue API in the subwindow onInit event, the database node must exist prior to the setValue call. The setValue API call will not create database node. Since you are triggering the call in the onInit on the client side, it's possible that not all of the database updates have been sent from the host, so the node does not exist yet.
Regards,
JPG
Well I actually don't hate it but it appears to still be transparent on both sides..
Ah, I get the issue now, though it's obvious looking at it in hindsight.
Thanks for the repeat report,
JPG
Updates
- [CoreRPG+] The tabletop background could be seen through the image background panels when masked. Fixed.
I also just committed these to the repository (will get pushed when Moon gets a chance):
- [CnC] Allow any item type to have charges.
- [CnC] Add Resistance and Vulnerability to monster NPCs.
They're for the new statblocks I posted in (both) Discords. They won't show up in print til next year when the new Monsters & Treasure Compendium and Tome of the Unclean are published, then I have to adapt them to Fantasy Grounds at some point after that. I told Andraax he can withhold that particular update if he wishes, until we see the finalized versions of the statblocks and the new verbiage to the resistances and vulnerabilities. I'm already working on some while editing Tome of the Unclean and they're different than what we have currently.
Doug and I still have to have the conversation about how we want to handle the Compendium anyway...
Awesome... nice to look forward.
Updates
- [CoreRPG+] GM-only chat message icon updated to crossed out eye icon.
So with the new Full screen Image option is there a way to add the Combat tracker and chat window to hot keys?
The full screen option is more for live table game setups, where you don't need to access the other panels as much as see the map.
The first send to background button (where it expands in just the middle of the screen) is for setups where you still want to access the other permanent tabletop elements (chat, character portrait, dice tower and sidebar), while having the image in the background. That's why the image expands all the way to the edges of the other UI elements, but doesn't cover them.
If the other panels were allowed to cover the full screen image, then you would end up with scenarios where you couldn't reach the image elements (toolbar, panning button, close/resize buttons) that would get hidden behind the other panels. Also, you wouldn't be able to access the portions of the map under those panels either.
The chat window is actually set up as a semi-permanent panel that resizes with the desktop, so it can't be easily floated above other windows without blocking elements.
The combat tracker window is originally designed as a floating window, so you can have open over the top. If you close it for some reason, you can just toggle the view smaller to re-open it.
Let me see if we can make the sidebar buttons draggable to the hot key bar, which will get part of the way.
Regards,
JPG
That was my assumption. Thanks, Moon
Updates
- [CoreRPG+] Sidebar buttons can be dragged onto hot key bar.
- [DEV] Top-level database nodes can no longer be shared by dragging shortcut onto chat window.
- [DEV] windowreferencecontrol: When dragging, tooltip will be used as description text, if no other description text defined.