Thread: Beta Release v3.3.11
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June 26th, 2020, 23:10 #1
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Beta Release v3.3.11
FG v3.3.11 is now in beta testing. The plan is to push the new version in about 2-3 weeks.
As always, we're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.
Only the Test mode slot contains this version. Test Mode can be accessed by selecting the Settings button from the Fantasy Grounds launch screen, changing the mode setting in the Settings dialog, and then selecting Update button to update the files to the test version. I will update this thread as I release new iterations of the test version.
Key Things
1) Always backup your campaign data before running the test version.
2) If the GM is running on test then all of the players will also be running on test.
3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.
NOTE: This version is already in the Live channel for Fantasy Grounds Unity, since we've been making changes faster in that patch system.
Thanks,
JPG
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June 26th, 2020, 23:10 #2
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Updates
- [5E] Character Wizard button added to Character Selection screen
- Formatted text chat and table lines updated to match normal font color.
- [CoreRPG+] Targeting toggle option on modifier box changed to red and crossed out when turned off.
- [5E] Removed Incorporeal condition, since it doesn't exist in rules and was using 3.5E automation.
- [CoreRPG+] Reference module treasure parcels would not transfer correctly. Fixed.
- [CoreRPG+] When CT NPC added to encounter, and CT NPC deleted; encounter would not work. Now prevents CT NPC adds, and throws warning message.
- [CoreRPG+] Die totals incorrect in FGU rolls when die value did not match die displayed result. Fixed.
- [5E] Party sheet empty list font was wrong color. Fixed.
- [5E] Concentration effect incorrectly added to combat tracker for any NPC spell that has a duration. Fixed.
- [5E] Damage type totals for critical rolls with multiple damage clauses not correct. Fixed.
- [5E] Auto-generated spell concentration effects not tied to specific conditions were getting the wrong duration units. Fixed.
- [5E] Script error when importing pregen characters. Fixed.
- [PFRPG/3.5E] Dice inserted in wrong order for critical rolls with multiple damage clauses. Fixed.
- [PFRPG/3.5E/d20Mod] Script error when adding PC to party sheet without any classes. Fixed.
- [PFRPG/3.5E] Extra space being added to spell descriptions when added to PC actions. Fixed.
- [Cypher] Asset and modifier fields not applying to rolls correctly. Fixed.
- [DEV] Add support for dice icons of different sizes.
- [DEV] Added custom column support (value by function) to grouped reference lists in CoreRPG.
- [DEV] Added tokeninstance.onMove handler call when locked token movement accepted.
- [DEV] Formatted text links with embedded formatting (bold, etc.) were not saving correctly. Fixed.
- [DEV] DB: getText not converting table and font-formatted text correctly. Fixed.
- [DEV] Some character codes that are valid in Windows-1252 encoding, but not in ISO-8859-1 encoding (official FG export encoding), are automatically rewritten to ISO-8859-1 equivalents when data saved or exported.
Last edited by Moon Wizard; July 16th, 2020 at 18:18.
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June 26th, 2020, 23:10 #3
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Developer File Modification Notes
CoreRPG
Global scripts: ActionsManager, CampaignDataManager, CharacterListManager, ChatManager, CombatManager, Desktop, DiceTowerManager, GMIdentityManager, ItemManager, LibraryData, NPCManager, OptionsCore, PartyLootManager, StringManager, TokenManager, UtilityManager
Specific Scripts: campaign/scripts/story_template_generate.lua, ct/scripts/ct_entry.lua, ref/scripts/ref_groupedlist.lua, ref/scripts/ref_groupedlist_groupitem.lua, utility/scripts/moduleselection.lua
Templates: button_assetview_folder, button_store_image, string_refgroupedlistgroupitem_ft_wrap
Window Classes: charsheet_abilities, modifierstack, tokenbag
5E
Global scripts: ActionAttack, ActionDamage, ActionsManager2, CampaignDataManager2, CharManager, CombatManager2, DataCommon, Options5E, PowerManager
Specific Scripts: ct/scripts/ct_entry.lua
Templates: cycler_power, cycler_group_dc
Window Classes: modifierstack
4E
Global scripts: ActionDamage
Specific Scripts: ct/scripts/ct_entry.lua
3.5E
Global scripts: ActionAttack, ActionDamage, GameSystem, VersionManager2, PartyManager2
Specific Scripts: ct/scripts/ct_entry.lua
Window Classes: ref_feat_stats
Call of Cthulhu
Specific Scripts: ct/scripts/ct_entry.lua
Castles and Crusades
Specific Scripts: ct/scripts/ct_entry.lua
d20 Modern
Global scripts: PartyManager2
Specific Scripts: ct/scripts/ct_entry.luaLast edited by Moon Wizard; July 20th, 2020 at 23:37.
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June 29th, 2020, 07:48 #4
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Updates
- [5E] Script error when importing pregen characters. Fixed.
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July 7th, 2020, 21:27 #5
Supreme Deity
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Updates
- [CoreRPG+] When CT NPC added to encounter, and CT NPC deleted; encounter would not work. Now prevents CT NPC adds, and throws warning message.
- [CoreRPG+] Die totals incorrect in FGU rolls when die value did not match die displayed result. Fixed.
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July 13th, 2020, 08:30 #6
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Updates
- Chat dice and number frame incorrect when only displaying a number. Fixed.
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July 16th, 2020, 18:15 #7
Supreme Deity
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Updates
- [DEV] Some character codes that are valid in Windows-1252 encoding, but not in ISO-8859-1 encoding (official FG export encoding), are automatically rewritten to ISO-8859-1 equivalents when data saved or exported.
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July 20th, 2020, 23:37 #8
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Updates
- [CoreRPG+] Minor code cleanup.
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