DICE PACKS BUNDLE
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  1. #521
    Backing out the last delivery till I work out the bugs in the new lack of button down clearing and such leaving leftover graphics everywhere. I'll have to figure out a way to do it more reliably.
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  2. #522
    New version 1.64 is delivered to FORGE. As version update stated in V1.64 it’s a major rewrite
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  3. #523
    Next release of GAL will support displaytype of overlay ("") so that if you want you can have any widget on a token placed by GAL to be an overlay instead of only underlay. Seems there should be a benefit in some cases depending on scale but I think I should explain something about token widgets and map layers first. Also, re-added button click down support for removing only temporary graphics on a token with assets of bitmapwidgets - as this could be safely done without triggering the map layer delete bug - and it was annoying to see temp graphics dragged until drag ended when it could be safely prevented in this case.


    Map Layer Assets:
    Assets placed in map layers are always going to appear under all tokens. Period - essentially part of map and its layers rules where the GAL ones will appear first in list so be over all other map layers.

    Token bitmapwidget Assets:
    Assets placed on token as underlay are going to be displayed under the token they are placed on - only.

    Assets placed on token as overlay are going to be displayed over the token they are placed on - only.

    The token AND its widgets will all appear at the same level as the token does, meaning if you have two tokens overlapping the token last selected will likely be on top and its widget data will be over the other tokens as is its own token graphics. Its all one thing. One of the reasons I have my opacity (option in GA) set to 50% - which also lets me see through multiple assets placed with same token.

    Some assets will work better than others with this option. So made it yet another keyword in the names of assets.

    Due to how parsing of the asset name text string occurs, the keywords tilt, keep, overlay, and (size[size options] or _[range]) must be at the end of the asset's name and if more than one them appears they must appear in that order. See .txt file for some "likely out of date" naming rules and examples. Or look at my drop box GAL mod to see how I named things. Here is an overlay keyword example...

    BattleAxeMeleeOverlay.webm

    and from my mod file...

    Attached Images Attached Images
    Last edited by SilentRuin; June 22nd, 2026 at 19:17.
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  4. #524

  5. #525
    GAL has bug deleting keep assets for widgets.
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  6. #526
    Generic Actions Layers - V1.66 - Bug - keep widgets were not being deleted when active/gmonly status was changed. Fixed.
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  7. #527
    Next release will be removing callbacks for Step Counter. Its not really needed for the widgets movement anymore and only would be for the things still being put out as map layers - they can have their graphics positioned corrected simply by doing a button click on the token when SC snaps it back due to some limit or return to previous position. These are not really meant to be moved anyway with any speed limits etc. - the players are meant to replace GAL NPCs by hitting their spell effect with a new ptr shape location - all the effect's timing data will be preserved when that happens.

    So for now - if you see a map layer leave behind graphic asset where you stopped your drag - even though it snapped the token back to a new position - you can just button click it to get its position updated. The overhead of the call backs is not worth correcting this for you. Plus, you should not have it happen during regular movement of a map layer to a new position unless for some reason you have SC active and applying snap back rules to a non visible - placeholder token - like a GAL NPC.
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