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6 Commits

7 changed files with 42 additions and 3 deletions
+11
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@@ -1,3 +1,14 @@
## 1.11.4
### Bugfixes
- When changing the measurement mode via a keybinding (toggle snaping or toggle pathfinding) the updated ruler will now be sent to other players immediately
- Fixed a bug that incorrectly showed a ruler to be snapped to other players despite the ruler not being snapped
- Fixed a bug that could cause a token to move to an incorrect location if the token was being dragged and dropped very rapidly
- Drag Ruler's token movement animations can now be properly waited for (this improves the interaction with modules like sequencer)
### Translation
- Updated Spanish translation (thanks to Viriato139ac#342)
## 1.11.3
### Bugfixes
- The setting to automatically start pathfinding is now visible to players again (this was a regression introduced in 1.11.2)
+12
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@@ -44,9 +44,17 @@
"moveWithoutAnimation": {
"name": "Deshabilitar animación de icono",
"hint": "Si al soltar un icono se presiona esta tecla, se deshabilitará la animación del icono al moverse al destino"
},
"togglePathfinding": {
"name": "Conmutar búsqueda de camino",
"hint": "Cuando se presione al arrastrar un icono, la funcionalidad de búsqueda de camino será temporalmente habilitada/deshabilitada"
}
},
"settings": {
"allowPathfinding": {
"name": "Permitir búsqueda de camino a los jugadores",
"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"
},
"alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo",
"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"
@@ -55,6 +63,10 @@
"name": "Comenzar a medir automáticamente",
"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"
},
"autoPathfinding": {
"name": "Búsqueda de camino por defecto",
"hint": "Si se habilita, al arrastrar un icono se usará automáticamente la regla de búsqueda de camino"
},
"enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate",
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
+2 -2
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@@ -2,7 +2,7 @@
"name": "drag-ruler",
"title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.11.3",
"version": "1.11.4",
"minimumCoreVersion" : "9.245",
"compatibleCoreVersion" : "9",
"authors": [
@@ -65,7 +65,7 @@
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.3.zip",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.4.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
+1 -1
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@@ -91,7 +91,7 @@ async function animateEntities(entities, draggedEntity, draggedRays, wasPaused)
});
await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
if (animate)
await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
await Promise.all(entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.movementAnimationName)?.promise));
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
+2
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@@ -107,6 +107,7 @@ function handleDisableSnap(event) {
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
@@ -124,5 +125,6 @@ function handleTogglePathfinding(event) {
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
+5
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@@ -97,6 +97,7 @@ async function tokenLayerUndoHistory(wrapped) {
function onEntityLeftDragStart(wrapped, event) {
wrapped(event);
console.warn("start", Date.now());
const isToken = this instanceof Token;
const ruler = canvas.controls.ruler
ruler.draggedEntity = this;
@@ -127,6 +128,7 @@ function onEntityLeftDragMove(wrapped, event) {
function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler
console.warn("stop", ruler._state, Date.now());
if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
return false
@@ -137,6 +139,9 @@ function onEntityDragLeftDrop(event) {
// This can happen if the user presses ESC during drag (maybe there are other ways too)
if (selectedTokens.length === 0)
selectedTokens.push(ruler.draggedEntity);
// This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping
if (ruler._state === Ruler.STATES.STARTING)
onMouseMove.call(ruler, event);
ruler._state = Ruler.STATES.MOVING
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
return true
+9
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@@ -61,6 +61,9 @@ export function extendRuler() {
measure(destination, options={}) {
if (this.isDragRuler) {
// 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
if (this.user !== game.user)
options.snap = false;
return measure.call(this, destination, options);
}
else {
@@ -199,6 +202,12 @@ export function extendRuler() {
if (measureImmediately)
ruler.measure(destination, options);
}
dragRulerSendState() {
game.user.broadcastActivity({
ruler: this.toJSON()
});
}
}
Ruler = DragRulerRuler;