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6 Commits
| Author | SHA1 | Date | |
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| 22112ddfd5 | |||
| f59b0f9d2d | |||
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| fb3665d758 | |||
| 96cb690431 | |||
| fb7202d5f0 |
@@ -1,3 +1,14 @@
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## 1.11.4
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### Bugfixes
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- When changing the measurement mode via a keybinding (toggle snaping or toggle pathfinding) the updated ruler will now be sent to other players immediately
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- Fixed a bug that incorrectly showed a ruler to be snapped to other players despite the ruler not being snapped
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- Fixed a bug that could cause a token to move to an incorrect location if the token was being dragged and dropped very rapidly
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- Drag Ruler's token movement animations can now be properly waited for (this improves the interaction with modules like sequencer)
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### Translation
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- Updated Spanish translation (thanks to Viriato139ac#342)
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## 1.11.3
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### Bugfixes
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- The setting to automatically start pathfinding is now visible to players again (this was a regression introduced in 1.11.2)
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@@ -44,9 +44,17 @@
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"moveWithoutAnimation": {
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"name": "Deshabilitar animación de icono",
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"hint": "Si al soltar un icono se presiona esta tecla, se deshabilitará la animación del icono al moverse al destino"
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},
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"togglePathfinding": {
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"name": "Conmutar búsqueda de camino",
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"hint": "Cuando se presione al arrastrar un icono, la funcionalidad de búsqueda de camino será temporalmente habilitada/deshabilitada"
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}
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},
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"settings": {
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"allowPathfinding": {
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"name": "Permitir búsqueda de camino a los jugadores",
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"hint": "Permite a los jugadores usar en este mundo la funcionalidad de búsqueda de camino. Tenga cuidado porque la ruta puede transcurrir por lugares con niebla de guerra o muros invisibles, lo que podrá revelar algunos secretos a los jugadores antes de tiempo"
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},
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"alwaysShowSpeedForPCs": {
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"name": "Mostrar velocidad de los PJs a todo el mundo",
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"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje"
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@@ -55,6 +63,10 @@
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"name": "Comenzar a medir automáticamente",
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"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta"
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},
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"autoPathfinding": {
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"name": "Búsqueda de camino por defecto",
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"hint": "Si se habilita, al arrastrar un icono se usará automáticamente la regla de búsqueda de camino"
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},
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"enableMovementHistory": {
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"name": "Habilitar historial de movimiento durante el combate",
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"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
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+2
-2
@@ -2,7 +2,7 @@
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"name": "drag-ruler",
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"title": "Drag Ruler",
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"description": "When dragging a token displays a ruler showing how far you've moved that token.",
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"version": "1.11.3",
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"version": "1.11.4",
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"minimumCoreVersion" : "9.245",
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"compatibleCoreVersion" : "9",
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"authors": [
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@@ -65,7 +65,7 @@
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],
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"socket": true,
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"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
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"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.3.zip",
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"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.4.zip",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
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"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
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"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
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@@ -91,7 +91,7 @@ async function animateEntities(entities, draggedEntity, draggedRays, wasPaused)
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});
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await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
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if (animate)
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await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
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await Promise.all(entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.movementAnimationName)?.promise));
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// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
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if (this.cancelMovement) {
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@@ -107,6 +107,7 @@ function handleDisableSnap(event) {
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return false;
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ruler.measure(getMeasurePosition(), {snap: !disableSnap});
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ruler.dragRulerSendState();
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return false;
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}
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@@ -124,5 +125,6 @@ function handleTogglePathfinding(event) {
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return false;
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ruler.measure(getMeasurePosition(), {snap: !disableSnap});
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ruler.dragRulerSendState();
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return false;
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}
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@@ -97,6 +97,7 @@ async function tokenLayerUndoHistory(wrapped) {
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function onEntityLeftDragStart(wrapped, event) {
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wrapped(event);
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console.warn("start", Date.now());
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const isToken = this instanceof Token;
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const ruler = canvas.controls.ruler
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ruler.draggedEntity = this;
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@@ -127,6 +128,7 @@ function onEntityLeftDragMove(wrapped, event) {
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function onEntityDragLeftDrop(event) {
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const ruler = canvas.controls.ruler
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console.warn("stop", ruler._state, Date.now());
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if (!ruler.isDragRuler) {
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ruler.draggedEntity = undefined;
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return false
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@@ -137,6 +139,9 @@ function onEntityDragLeftDrop(event) {
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// This can happen if the user presses ESC during drag (maybe there are other ways too)
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if (selectedTokens.length === 0)
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selectedTokens.push(ruler.draggedEntity);
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// This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping
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if (ruler._state === Ruler.STATES.STARTING)
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onMouseMove.call(ruler, event);
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ruler._state = Ruler.STATES.MOVING
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moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
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return true
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@@ -61,6 +61,9 @@ export function extendRuler() {
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measure(destination, options={}) {
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if (this.isDragRuler) {
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// If this is the ruler of a remote user take the waypoints as they were transmitted and don't apply any additional snapping to them
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if (this.user !== game.user)
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options.snap = false;
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return measure.call(this, destination, options);
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}
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else {
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@@ -199,6 +202,12 @@ export function extendRuler() {
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if (measureImmediately)
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ruler.measure(destination, options);
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}
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dragRulerSendState() {
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game.user.broadcastActivity({
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ruler: this.toJSON()
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});
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}
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}
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Ruler = DragRulerRuler;
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