Release Notes
D20PRO Release Notes
- This document lists the significant changes for each release.
- Four digit (#.#.#.#) versions are Beta releases.
- Three digit (#.#.# RC##) versions are Beta releases.
- Please visit these sites for the most up to date information.
Change Log By Version
Root
3.10.26
- Service release to wrap beta features into production build.
3.10.25
- Fixed critical RPC call impacting marketplace and admin control panel tool kits.
- Completed work on new movement reticle design and behaviors
- Fixed issue with damage reveal preventing proper display between GM and Player views.
3.10.24
- Continued improvements to JxBrowser support and data type conversion. This is a work in progress and should be completed by the next beta release. Initial details for this change will be included in that versions release notes.
- Major overhaul to the Elevation system allowing for auto-elevation changes based on region elevation below the token.
- Introduced Region Volumes for use with manual elevation changes and support for Volume walls, edges, doors and masks. Volumes are described as follows:
-
- A token is considered to have visibility in a Edge, Door & Mask volume when the token's elevation is greater than or equal to the listed Elevation of the regions and less than or equal to the total of the Elevation & Size of the region.
-
- A token is considered to be above or below a Wall volumes when the tokens elevation is below the Elevation of the wall or above the total of the Elevation & Size of the region.
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- Tip: Order Matters when it comes to handling auto-elevation and elevation reveals. Re-order your fog of war region list by Z order (click the Z column until the arrow points up). Then, under Manipulate, you can use the Front & Back buttons to shift the order of your selected region(s) forward or backward in the Z-Order. Regions who's elevation is higher should be further down the Z-Order list (toward the Front of the stack or the bottom of the list). A larger z-order number is equivalent to a higher position in the stack. Note that the Z-Order values are not editable in this build, the current implementation of Z-Order is the index of the element in the Fog of War region array list. Later this field will be editable and allow for manual z-order changes after regions are moved to a better collection type.
-
- Note: Elevation 0 and Size 0 is special and is considered to be a region of infinite size. Other elevations with a size of 0 will result in an elevation region which has no volume.
- Added an Option to enable/disable auto elevation changes in Options->FoW tab.
- Experimental change to the way that token movement is visualized. In this build, we've enabled a detached token icon when moving a token. This detached token icon follows the mouse cursor while the movement path and token "shadow" remain locked to the grid. Feedback on this visual style is welcome and encouraged.
- NOTE: this has an odd visual impact on OSX where the mouse position is not being reported correctly for rendering the token image preview while moving. This is visually annoying but does not prevent any of the other functionality of the application from working. The visual issue will be resolved before the full push is made.
3.10.23
- Fixed an issue with Starfinder and Rules based Custom AC's not properly setting the EffectModifiersAC array size.
3.10.22
- Updated JxBrowser version to 7.20 release with native windows 11 support
- Removed beta flag
- Updated and fixed an issue with Elevation impacting fog of war regions
- Added "L" hot key and Action menu to toggle lights attached to a token on/off. This is available to players as well as Hosts.
- Added a top bar menu item which allows for toggling the GM's player preview of Fog of War, this feature has been available as ALT+Q for a while, but was missing a menu item to toggle the view.
3.10.21
- Fixed issue with player view of Map Markers not being displayed.
3.10.20
- Found and fixed an issue with effect slotting for creatures who are not Actively in the Initiative order.
3.10.19
- Fixed issue with Go Now initiative option which was causing some maps to clone a creature in-place on the roster
- Updated default preference fetch feature to populate un-defined boolean prefs as false
- Removed the GM delay on init advancement -- players still have a wait timer before advancing the initiative to allow for the host to fully sync all connected players
- Enabled Zoom Lock feature from Options which allows the game to lock the zoom level of the Map View
- Stubbed custom key bindings for later update
- Found and removed an up-to 2 second delay loop on player initiative advance. With the new networking model, this was causing a cumulative 2+ second delay on advancement of init per player connected.
- Found and patched a legacy SA skill modification issue which was causing initiative to break when adding/removing creatures who were under the effect of a skills buff where the skill target no longer exists or is compatible.
- Adjusted grapple modifier methods to conform to int returns rather than byte.
- Found a failure in the logic for player side visibility which was causing an odd inconsistency in the player view of revealed tokens (by fog of war). The fix entails pre-populating tokens to an above fog of war or below fog of war layer, then rendering them accordingly. This allows for immediate player discovery of dynamic tokens who are revealed by shared lights without the overhead of per-token calculation of visibility. The original method was intended to prevent player discovery of tokens completely hidden by fog of war through random clicking of blacked out map space. The updated method runs the more heavy weight visibility check on tokens who are double clicked on to determine if the player should see the token's mini or not -- i.e. is the token completely hidden by fog of war or not. The end result is a substantially faster computation for visible tokens on the player side of the fence.
3.10.18
- Fixed a bug uncovered at Gen Con where the updated door renderer was painting colored door blocks for players in the maximum radius of the player light rather than only visible doors. Temporary fix is to remove the color renderer on doors in this build with a fix to be released in the next update to restore the intended functionality.
- Fixed an issue with the trial license validator which was preventing trials from validating correctly. This was caused by the forced server migration and a failure to promote non-ssl to ssl in the validation script. Unfortunately this requires a rebuild of the application to apply the change and not simply a server side update.
3.10.17
- Added door control options to single click open/close doors for GM and Players. GM has a Fog of war option to allow players to request doors open/close on click.
- Added color coding to door objects to make it easy to tell if a door is open or closed on the GM side.
3.10.16
- Found and fixed an issue where tokens that filled an entire fog of war zone could remain unseen even when set to Dynamic AND were exposed by a light source. This was related to edge detection of the token bounds with out an offset
- Fixed an issue where notify population change calls were happening too often during a move action and causing lag as a result.
- Regressed JxBrowser to .14 for Gen Con. Will restore JxBrowser to .19 post event and after resolving the game log lag for 3d dice rolling issue.
- KNOWN ISSUE -- Equip/Unequip is clearly all armor bonuses when removed and is NOT clearly skill changes.
- Cleaned up logging in preps for a full release
- Disabled the on-exit popup for the shutdown when using the Dockable UI.
3.10.15
- Fixed issues impacting AC adjustments when using Special Abilities and/or features to alter AC values. This fix normalizes the behavior for both types of effects so they are additive to user entered numbers. The fix also corrects removal of each effect and reverts AC values back to the original base values.
- JxBrowser/chromium security fix/update. Unfortunately, this library inclusion introduces a problem with the game log which we're working on fixing. If you are using 3d dice and see slow die results, simply close the game log and re- open it to correct the issue. Video map performance is also effected by this update but will be vastly improved after the fix for the above is corrected as these issues are related.
- Added HTML injection for local video file playback which adds autoplay and loop values to the
- Updated support libraries for the upcoming video streaming service which will allow for streaming the map view and/or video maps to connected players -- still a work in progress and not live yet.
- Fixed and issue which was preventing players from receiving creature updates after a feature/effect was applied and/or removed without a manual GM broadcast.
3.10.14
- Fixed flipped compare operator for handling Special Ability's which impact saving throws and the length of the saves array.
- Initial pass to clean up movement and token sync issues
- Reworked Broadcast and Movement management
- Cleaned up to Null Pointer Exceptions related to distance calculations
- Added general option to control global audio for Web Extensions
- Audio default is muted for browser extensions (map backgrounds/Web Extensions)
- Fixed issue where GM owned, visible tokens were not providing audio feedback to the player on move
- Staging for AC modifier changes
- Updated the windows installer to remove the lib directory when writing over an existing path so as to not leave behind old versions of various libraries
3.10.13
- Found and fixed a version mismatch in the java.nio.ByteBuffer library used to import content from the marketplace (post server upgrade). This build resolves that issue successfully.
- Updated the Check for Updates function of the account home (after immediate login) to offer downloads of the D20PRO-Update files when they are available. Downloading this update will take a few minutes but then auto-logoff and exit D20PRO and then launch the update. This facility will improve over time.
3.10.12
- Fix for server migration changes which forced early adoption of https only URLs. This required updates to several core libraries for d20pro (internal and compiled into the d20pro.jar). The end result is a minor update to for folks already running 3.10.11.
- Fixed redirect link for forgot password to directly access the live server's applet for password reset. While not pretty, this will resolve the failure to access the resource for the time being while I work on fixing the look and feel of the resulting site.
3.10.11
- Added an automatic execution system to run Update jar's from within D20PRO natively.
- Fixed a bug where token images would vanish from the map after click when the token was not in the active initiative.
3.10.10
- Feature handling for Special Abilities which utilize skill bonuses -- natively or through the Feature/Spell system -- now properly apply the skill bonus to the targets.
- Skill bonuses and penalties from all sources are now properly being attributed to a creatures skill roll request from all sources.
- Updated dialog on the Import Product UI to indicate that there is some danger of overwriting custom files when importing Markers or Status icons while the Replace Status or Replace Marker options are checked.
- Updated a number of Special Ability related handlers to reflect the updated character models and various game system options. i.e. saves and ability scores should properly scale with UM5r and Shadow of the Demon Lord rule sets
- In prepration for some Last Gameboard work, a TUIO info message is displayed on application launch in the log indicating the TUIO port in use.
- Fixed an issue where a pixel offset was being applied under certain UI circumstances but when not needed, the value wasn't being set to a default -- resulting in a null error.
- Further optimized the paint creature method to prevent recreation of the creature paint list on each update pass.
- Updated the Special Ability UI to match the size and scale of the Apply Features/Spells UI. This provides a better view of targets and details.
3.10.9
- Found and fixed issue with Full Screen toggle when in normal, non-Docked UI.
- Found and fixed the source of the Fog of War layer flickering during token movement.
- Note, this build includes the full collection of existing campaign templates. this means the install can take a while as there are a lot of little files included.
- Added a new SRD add-on for the BoLS FifthSRD website -- this seems to pull directly from the 5thSRD GitHub but with built-in links to the BoLS GM toolkits.
- Continued work on implementing a Host REST API to support web based session access. This is not fully functional yet and more details will be presented when it's ready and available for consumption.
- Added a Global Grid option for Hosts which paints the grid across the entire map view irregardless of map bounds. Use with caution as this can reveal edge details about your map or prepared play areas. However, paired with the option to ignore map bounds, this unlimited grid can enable you to create new play areas on the fly.
- Found and fixed a bug involving marker images failing to synchronize if they were cloned or created while players were connected to the game. This was related to serialization of Alpha Channel enabled Image Icons. Class was updated to support serialization.
- Changed the default import behavior so as to avoid accidentally overwriting Map Marker and/or Status Icon folders. The new behavior is to not replace the current working folders unless specifically directed to do so. Just importing content which contains markers and/or status icon updates can overwrite existing content while leaving custom or additional in place.
- Added mouse over tooltips to the two destructive options on content import related to Map Markers and Status Icons.
3.10.8
- Updated the VTIO/Game Board gump to synchronize session keys when no Lobby Session is in use.
- Added a reload method the VTIO panel -- still needs UI to enable usage.
- Fixed bug where restoring full screen mode in the non-docked UI was losing the edge decorations on the main application window
- Added a Recent category to the Skills Action UI. This category auto-populates as a player uses skills during a session
- Fixed a systemic bug where effects and abilities which did a single point of damage or healing were not processing correctly on reoccurring rounds. Found several other minor issues related to reoccurring damage as a result of this bug which have also been resolved as a result.
- Fixed a bug related to the new drop down for selecting the Re-roll mechanic for spell/feature creation. The bug was related to the previous value being a boolean checkbox rather than a drop down. NOTE: the new drop down does not fully function yet. The only valid options currently are Reroll or not reroll, there is not granularity. This should be available in the next build.
3.10.7
- Found and fixed an issue with marker icon upgrading from legacy maps and assets. This fix correctly replaces marker images with image id's and icon id's based on the image name of the old marker.
- Found and fixed a minor issue related to generation of the combined visibility masks when no lights sources are present in a scene (typically a scene with fog of war regions such as passive regions).
- Applied updates to the hl2d20pro Hero Lab importer to support proper trait and ability score imports. It also attempts import saving throw changes however, there is some issue with augmented saves which will require a second pass.
- Continued work on round effect management is ongoing but not complete in this build.
- Fixed issue with Teams Options panel not properly upgrading from a Boolean (allow Teams) to an Array of Teams color and settings.
- Fixed an issue which was causing the thread pool handler to freeze.
- Fixed issue with list based domain/special casters having either one spell level too high or too low depending on the configuration.
- Added to new directives to the ClassTemplate system to support Bloodlines properly. The new directives are: DomainUseCalculatedSpellLevel -- boolean value which toggles calculation of spell level for a given entry vs. using the defined spell level in the Rules library. DomainCasterLevelOffset -- Specifies a level offset when determining spell slot availability and spell list population for domains (bloodlines, special lists, etc.) example usage: For Bloodlines these two end up being set as follows: DomainCasterLevelOffset=1 DomainUseCalculatedSpellLevel=false
- Replaced the Card and Dice panel from 3.9 (hot key 'y') with a Game Board panel which accesses a modified, online version of VirtualTabletop.io (https://github.com/ArnoldSmith86/virtualtabletop). The current modifications to this service include link code integration for room generation, D20PRO alias sync allowing the current session to connect using the alias selected at launch, and some minor updates to session/room management allowing for rooms to be cleaned up when empty. Current policies on the service hosted at fabric.mesamundi.com are as follows:
- Sessions expire after 30-days with no activity
- Empty sessions are deleted after an hour of remaining empty
- Sessions with the same room ID can be created once an existing room has been expunged. Access a room by the same ID prior will reset the timer for pruning
- Much of the session information is stored in local storage in your browser session or d20pro session. This means you can run multiple instances of d20pro to access and test builds locally
- The Info, accessible from the (I) icon in the Game Board toolbar, provides a copy-able URL for accessing the session from an external device or browser
- Games can be download and uploaded via the application interface, but uploads are unique to your session Finally, there is a support wiki available for the default service which can be found here: https://github.com/ArnoldSmith86/virtualtabletop/wiki I suggest trying out the Medieval VNO example's 4 player Automated build for a sense of what can be accomplished with this tool. It is quite impressive!
- Reintroduced campaign templates to the core installer as this was causing confusion with too many new users. When the marketplace has been updated to support preference settings or script execution on install, we can remove these again allowing for a more streamlined installer.
3.10.6
- Found and fixed an issue where movement trail checking was null and was preventing proper token painting.
- Found and fixed an issue with legacy movement storage and conversion on tokens coming from 3.9 and older into 3.10's updated movement model.
- Fixed an issue which was preventing dice rolls by players when a token was selected as the selected tokens were not being sent as part of the request correctly.
- Fixed issue with equip and unequip feature enabled items failing to process when sent from the player side.
- Fixed issue where unequiping feature enabled items would leave behind a passive on the player side which would cause confusion until the GM pushed a sync.
- Found and fixed and issue with boolean Options toggles not changing value from the existing setting. This one was hiding behind some sound defaults which made it hard to detect, but Options are not working as intended.
- Fixed issue with duplicate token painting on Host/GM view.
- Fixed issue with movement not reporting for tokens -- movement now reports for visible to player tokens when in visible regions -- this includes empty maps.
- Updated vision for GM to properly align with the player updated player vision model.
3.10.5
- Added an experimental Torg die roller mode (in Options->Developer). When enabled, d20 rolls are open ended when a 10 or 20 is rolled.
- Updated Custom Dice statements so they now accept script calls. Scripts will evaluate for the currently selected token(tokens) when a roll is made. This allows for scripted rolls to be added adhoc enabling a wider range of game systems and options.
- Fixed an issue where Map Markers who's layer setting was Above Tokens, was painting above Tokens and Fog of War.
- Added an option to toggle a map marker between a pre-set transparent state and it's default transparent state via the Map Marker right click menu. This is intended to allow for adding roofs, tree tops, and other ocluders above the token layer.
- Updated map markers using an image to honor the transparency/alpha setting of the color swatch even when the color is ignored. This allows for setting of a transparency for a map markers default state.
- Updated the Handouts so when a player reconnects handouts are re-allocated to the player view automagically.
- Found and fixed a token drawing issue in Free map mode where tokens were being drawn at 1/10th their actual size.
- Found and fixed an issue with light equipped tokens on non-fog of war maps disappearing for players who do not own the token.
- Added a subscription option for Movement which allows for movement game logs to be hidden or moved to their own tab.
- Fixed an issue with adding of game log tabs which was preventing recreation of tabs with reserved names.
- Fixed an issue with deleting of game log tabs which was preventing game log tabs from being removed without a restart.
- Re-enabled offscreen token indicators for screen edges. This was disabled due to processing problems in the old FOW model.
- Cleaned up FOW visibility options on both Player and GM sides to move logic out of the paint map method and into it's it's own managed thread.
- Added functionality to the Options->Fog of War (GM/Host) to set which creature teams paint above fog of war. Note, using this will present creatures to the player if they are part of the team even if the creature is not owned or visible to the player. This can be used to create a group of detectable creatures which can be toggled on or off revealing their location without revealing the map.
- Added an HTML editor to Map Marker editor panel allowing for editing of the resulting HTML from the Java WYSIWYG editor.
- Fixed issue where a no-description map marker was still giving mouse over popups occassionally.
- Fixed map marker description to support external URL/URI content between GM and PC's. This enables markers be shared links.
- Fixed issue with tab pane panels not being dismissed/closed when committed
- Removed the deprecated "Minimize Panel" '-' button in the upper right of the panel frames as this was causing panels to be unrecoverably minimized.
- Fix issue with 5' movement not being broadcast on occassion.
- Fix issue with movement origin not being updated on the player side correctly resulting in failed movement paths when a move looped back through it's point of origin.
- Fixed issue where paths were not clearing after a move was completed on the GM and Player respectively.
- Fix issue where GM is not seeing movement paths for player moved tokens outside of combat.
- Fix issue where players are not seeing segmented movement paths for GM movement outside of combat.
- Fixed issue where player is not hearing movement audio for their own movement actions.
3.10.4
- Enabled Template Tethering to tokens.
- Updated the template event triggers to support transition between maps when applied to a tethered template. (Auras)
- Fixed issue where template event triggers were firing multiple times for a single grid unit of transition.
- Fixed issue with movement trails showing origins from the previous map when moving tokens between maps by drag-n-drop or Location->Move to Map options.
- Reinforced the game state saving mechanic to preserve game state on forced shutdowns and unexpected shutdowns. This serves a dual purpose to harden game state preservation AND to account for the player disconnect bug we're tracking detailed above in Known Issues.
3.10.3
- Fixed issue where players were never clearing names for disconnected players from the Player List (game log).
- Fixed issue where threads were being shutdown prematurely during simultaneous actions.
- Continued work on simultaneous movement synchronization issues. These are not completely resolved yet, however, they are substantially minimized.
- Fixed issue where dice rolls not being processed in the game log outside of actions.
- Fixed an issue where sessions could not be created due to rules load sequencing.
- Fixed an issue with initiative not using the System Event Dice Options->Rules override values
3.10.2
- Found and fixed an issue with individual dice roll counts being capped at 10. The actually dice counts were correctly being rolled, however, the dialog was stating that only 10 dice of a given type were being tossed when in fact, the individual dice and totals reflected the correct number of die rolls -- this was caused by a fix to prevent overloading the on-screen 3d dice roller
- Added Spell Resistance "Save" type to the various rules which can benefit from it: 3.5, PF1, 4e, Star Finder. 5e and 5e like systems do not gain access to an SR "saving throw" but can still implement SR as a trait or AC if necessary.
- Added Game Log handler for Spell Resistance
- Fixed an issue in the Session creation tool which was using the in-app Dice generator in place of system Randomizer before the Dice component was initialized.
- Fixed issue where check for GM pause behaviors were sending too many broadcast messages to players repeatedly.
- Updated the logging for network actions to use the Developer->Enable Verbose logging option.
- Reworked the pause method and located and fixed an issue which was causing connection duplication in the resource manager's client authorizations (i.e. lock icons sometimes appears on a players side even though they have downloaded the content correctly).
- Added JVM parameter logging on launch to expose memory settings and the like. This is intended to help debug problems and help us support the application better without asking some of the basic questions each time.
- Updated several Game Log methods to use non-final member variables. These values were causing issues on re-launch of the application in odd ways, such as dismissing inert spells that were still in play between sessions.
- Removed the attempted reconnect for disconnected players. This is a temporary fix to prevent connection duplication until we have a fully functional auto-rejoin method. (also: Kril battles purple Kangaroos in the apocalypse)
- Removed the cap on simultaneous connection counts. You can now have your players connect at the same time or any time after the Host has a view of the map. Please note that unwind a pile of simultaneous connections can take a few minutes. If you want to get to playing faster, stagger your players connections for now. We are working on a faster sync solution to unwind the bi-directional communications.
- Updated copyright info again.
3.10.1
- RC2 Production path release
- Updated and corrected Fog of War segment Opaque toggle (hot key U in edit mode with a segment highlighted) so the action correctly toggles the segment from yellow (blocking) to pink (non-blocking). This is used for creating windows and doorways from closed edge shapes
- Removed missed debug logging from Player experience (from 3.10)
- Updated logging to use log4j behaviors in primary app thread
- Fixed issue with tethered lights following the owner rather than the tether/attached target
- Fixed a campaign creation bug that was causing a campaign of template type "
" to fail to update the available campaign list until the application is restarted. Empty/None campaign templates now work as intended allowing for completely empty campaigns to be created and manipulated. Note the default UI mode is standard window vs Dockable UI - Fixed a misplaced close handler which was preventing the main application window from being closed when an OS level close command was issued
- Fixed Rest All function hot key and remapped to Alt+A
- Fixed exit behavior for dockable UI and non-dockable UI. Normal, Non-dockable UI now properly honors the Confirm on Exit option AND exits the application cleanly. Docakble-UI is incompatible with the confirm on exit current, so the option is ignored, however, the exit is still clean and correctly handled
- Added verbose detail to the library load and library sync logging. This is to prevent confusion and prompt interested parties with details on how to learn more about potential issues with library sync
- Updated scripts in the default and default-panels campaign templates
- Fixed an image scaling issue with the map marker preview image when double clicking a marker on a map
- Updated the Default and Default (Panels) with new scripts, marker text and added an elevation example
3.10
- Updated status to production
- Updated build tools stack
- Fixed library conflict causing logs to become truncated on spell casting
- Add fall thru for use all spells inline behavior allowing for catching cases where a caster from a much earlier version has domain spells that should now be considered inline spells.
- Cleaned up the language in the applied spell game log entries.
- Cleaned up impact targets section of applied spells and features to ensure that targets are listed even when the spell is inert.
- Cleaned up player identification and res registration to minimize lock icons when the same license is used to connected to a game using the same username. Note, if you use a different username to connect to a game, a new player instance is created and signed by your choosen license type -- player, GM, or Guest.
- Updated the options font reset buttons to read Reset
font instead of Delete font.
3.9.17
- Jackson JSON library updated to v.2.12.2
- Added JSONManager helper class with script access and script library support. This class uses json files to read and convert data to usable formats within the application.
- Added an option to switch the dice rolling algorithm on the Host from the default Mersenne Twister to AES Counter RNG. The option requires restart to reinitialize the dice engine.
- Added import from DD2VTT map format for map size, grid and art. Current importer supports fog of war regions with a best guess as to the region type. Outer bounds are split into segmented walls. These can be optimized manually after import to improve performance in cavern or very complex maps.
- Updated image importer and map importer to prompt if an imported file name will overwrite an existing file name.
- Cleaned up shadow casting calls for disabled lights.
- Added a name field to the tile importer which inherits the initial name from the selected file source (if available)
- Added the beginning of a layer system visible in the Draw Tools -> Advanced Fog of War. This system will expand over time to support map markers and more. In the meantime, the current tools enable pushing Fog of War regions forward or backward in a z-order stack. This enables easier picking when opening and closing doors and masks.
- Added geometry simplify and fill negative space functions which can operate on one or more polygons. Simplify reduces the point count of the polygons selected and replaces them on the map with the simplified shapes. Fill Negative Space, will use the selected polygons to create a single wrap which will attempt to fill the space available. This last one has mixed effect in it's current incarnation but is still useful for many maps.
- Found and fixed two bugs with the game log, one for effects with attached special abilities and one for skills rolls.
3.9.16
- Found and fixed an issue preventing players from accessing and editing the saving throw details for owned tokens.
- Added a Tags array to all features, UI pending. This will allow any feature based rule (Features or Spells) to be tagged with things like Spell School, Material Components, or what other details we want to use for a game system.
- Updated feature usage to correctly handle secondary effects on feature usage.
- Overhauled the game log output so feature usage reports correctly for primary and sub-effects.
- Updated the legacy Special Ability log entries so they more closely match the style of the new feature based effect logs.
-
Added a two new javascript accessible utility managers and a global java<->javascript helper class which can be addressed internally to D20PRO. In addition, several other GM helper nuggets have been exposed as well. Here's the breakdown:
- (Javascript) => (Java)
- 'abstractApp' => D20PRO application context
- 'maps' => Array of open maps
- 'classBinder' => native collection of CreatureClassTemplates (complex object)
- 'traitBinder' => native collection of FeatureTriggers (Feats and Traits) (complex object)
- 'skillBinder' => native collection of GenericSkills (complex object)
- 'spellBinder' => native collection of GenericSpells (complex object)
- 'statusBinder' => native collection of Status Icons (complex objects)
- 'd20proUtilities' => static helper class with various utilities to move data between javascript and java more easily
CreatureClassTemplate = d20proUtilities.accessCreatureClassTemplate(String className);
- className is a string class name.
- returns a CreatureClassTemplate from the binder if it is available, otherwise it creates a new template with default
- values and the name specified in the call.
GenericCreatureClass = d20proUtilities.generateGenericCreatureClass(String className);
- className is a string class name.
- return a GenericCreatureClass converted from the binder using the above generateGenericCreatureClass call.
GenericTrait = d20proUtilities.generateGenericTrait(String name, String level, String source, String tab, String longDescription)
- name is the trait name
- level is the level the trait is awarded/available
- source is the book or resource providing the trait
- tab is the tab to be sorted onto in the character's trait view
- longDescription is the text used to describe the trait -- this text can be html but consider it always being inside a pre-built body tag set.
GenericSpell = d20proUtilities.generateSpell(String name, String level)
- name is the spell name to generate
- level is the spell level (not the class level) of the spell
-
In addition to the above, we've also added a PDFManager and a stub for an HTMLManager javascript object set which allows for parsing and consuming content from the associated sources using scripts. The initial work being done is focused on the 'pdfManager' class and provides tools for reading text and form data from PDF sources then allowing for various actions to be performed to parse this data into useful in-app content. The PDFManager is based on the Apache PDFBox project while the HTMLManager is based on JSoup. Neither system is fully functional in this build so I'll refrain from deep diving into the methods of each class for now. This build will include an example parser and a sample character sheet. Please note the sample uses DNDBeyond as a source however, DNDBeyond's export utility for PDF produces broken PDF forms. In order to repair this form, I've had to convert the source to a PDF/A format using a paid resource on ILovePDF.com. When the parser script is proofed for skills and spells the plan is to take a look at auto detecting the broken form and attempting to repair it in code native to D20PRO.
- Fixed a bug with light visibility for privately owned lights.
- Added a stub feature to enable verbose game log output for skill rolls. This is a proof of concept and will not remain in the state it is in currently. While you can use this feature now, I advise waiting for the full feature before adopting this function. Additionally, the full feature will apply to the range of automated dice roll events, not just skills.
- Lists Library stub created and code work has begun to create a library of List objects to house spell lists, skill lists, gear lists, and much more.
- Library updates!
3.9.15
- Fixed duplicate painting issue for creatures who are marked Visible or Owned.
- Fixed issue with legacy feat import where the legacy feat does not contain a description of any sort (really old ones)
- Fixed issue with the Hero Lab Classic importer. This is the importer that takes HLD20Pro formatted files.
- Added auto-connect requests on initial player connection. If Auto-broadcast is enabled, these requests are auto approved with very fast timers.
- Fixed issue with Main Menu access in various window modes when using the Dockable UI.
- Found and fixed an issue with the Map Marker icon selector when using the Dockable UI.
- Fixed issue with the Image Chooser for Map Marker's appearing behind the Map Marker editor.
3.9.14
- Set a default feature flow editor window size relative to the current map view size.
- Updated initiative to properly honor system dice choices
- Reworked visibility to allow for massive numbers of tokens to exist simultaneously.
- Updated skills UI and Game options to allow for auto-approval of skill checks
- Added an auto-approve button to the right most position of the skill resolver. Using this option by passes final host approval of game log text.
- Found and fixed an issue with feature effect cancel application.
- Found and fixed an issue with initiative modifier and ability score calculations
- Added initiative roll total (combined result) to the mouse over text of owned creatures
- Modified the ShadowRenderer class to be instanced allowing for persistent calculations on any given map
3.9.13
- Fixed issue with map marker descriptions not saving when entered on a new map marker on save.
- Added control + mouse wheel zooming to the Feature Flow view editor window.
3.9.12
- Found and fixed a bug related to Map Marker serialization and context editing.
- Updated JxBrowser to 7.12.2 and applied the updated license values
- Created a base implementation of a dockable Panel System for the updated D20PRO UI. This still has a long way to go and the current implementation breaks several key UI elements such as the Action Panel system.
3.9.11
- Fixed byte array serialization and deserialization for GenericTraits.
3.9.10
- Found and fixed a critical error in the feature script manager's dice handler.
- Fix for importing creatures created with ability arrays not equivalent to the current system.
3.9.9
- Fixed additional issues with exploration layer causing screen delays in the previous build. For now, use cautiously as this feature is very experimental.
- Fixed several issues involving marketplace sync for publishers
- Fixed an SRD related bug which was causing unusual behavior in the application launcher. If no SRD is selected, the default Guide SRD is provided
- Updated all of the html editors to store their data in a byte array and to convert back to text on demand. This is in place to resolve a server storage bug which was preventing us from using PF2 exclusive fonts and other UTF8/UTF16 character codes. The new system is 100% UTF16 compliant.
- Added a new node to the flow system which allows for Legacy Special Features to be applied similarly to Features to Run. The new node is available off of the Effect node (3rd from the top).
- Node connectors have been re-organized to provide a cleaner visual representation when opening a busy feature flow. Additionally, Effect node connectors have been organized by function above and below the modify target node.
- Found and fixed an issue caused by a missing library which was impacting some people during marketplace download. Some downloads are still slow to process (5e PHB) but this fix improves the overall performance.
- Update the Flow node editor with a split screen view allowing for viewing the description and flow simultaneously.
3.9.8
- Found and fixed a bug with Feature to Run nodes which was throwing a null under certain circumstances.
- Added a developer option to enable/disable the work-in-progress exploration mode for fog of war. This is a global setting and enables the map-specific option to use exploration fog of war. Note, the current implementation will get updated over time and is very heavy weight -- requires a lot of resources. Do not use this system for very large maps as it is currently available! (I'm looking at you Mad Mage GM's!)
3.9.7
- Fixed issue with map/item import from legacy content which used an older ID mechanic. These are not properly converted when there is an import ID collision.
- Fixed an issue with markers which was preventing map markers from self updating to the new map marker data model.
- Added temporary work-around for UTF8 to ISO 8859-1 character format in relation to apostrophe's and m-dash characters in marketplace Map Markers. This fix will be applied broadly to other text areas after some additional testing (items, spells, features, etc.)
- Added an option on asset import to replace Markers and/or Status icons entirely. This resolves some database related problems with older content or content which uses an entirely different set of icons then the "Default" set.
- Enhanced the "ManuallySpecified" folder cleanup routine on campaign launch.
- Updated the color and dialog for the content import warning message.
- Updated the blankness default text to inform on the Campaign Template import procedure.
- Fixed a bug introduced with the new skills system that was preventing a new creature from being edited.
- Added OverrideCasterLevel array option to Creature Class Templates.
This allows for PF1 Paladins with caster level progressions such as:
OverrideCasterLevel=0|0|0|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17
3.9.6
- Updated temporary file storage for JxBrowser to use standard path of application path/.jxbrowser across operating systems.
- Added event handling to JxBrowser for on crash events and standard on close events. Currently, the cache is cleared on close under this update.
- Updated character view skill usage to execute skills using the new UI.
- Updated quick skills to launch via the new Skills UI
- Fixed issue with player creature updates clobbering pending changes.
- Added creature properties system which allows for creature flags as string (key, value) pairs. This is used for the updated edit tracker.
- If a player creature has pending GM approval changes, the player cannot edit/view the creature until those changes are approved and sync'd.
- Found and fixed a UI bug involving non AD game systems crit threat attack approval button layout. Streamlined the logic for button display in the process.
- Added hyperlink button to the Map Marker editor and logic to replace/link all instances of the highlighted text.
- Continued work on iterative fog of war reveal. Still not quiet done for all cases.\
- Added option to display an additive lighting display for each connected client. This is the "Star Craft" style of fog of war reveal and memory where explored areas remain visible but creatures and items in the explored areas are hidden when out of an active vision radius.
- Fixed bug with private lights not being hidden from connected players.
- Added selection by teams to the GM right click menu. The menu populates based on the active teams present on the open map.
- Added remote reset of the new Exploration Mask command to the GM tool chest. When a GM resets the map (END Key), all connected players have their exploration mask reset as well.
- Added Install Campaign Templates option to the User Home panel from the main application launcher. This system is very basic currently and does not have an install all or version check for templates. However, it does provide a rapid mechanic to install templates to D20PRO without requiring a restart of the application to initialize the templates for use.
3.9.5
- Updated the options for posting action results before or after the Action Sentence when using a feature effect or
spell. This includes the new gamelog method gamelog.addToEntryQueue(
). To take advantage of the new method, a rewrite of the default addEntry() script would replace the existing addEntry(text, type) method and add a new on as follows:
function addEntry(text, type) { var entry = gamelog.createEntry(text, type); gamelog.addToEntryQueue(entry); }
function addEntryBefore(text, type) { var entry = gamelog.createEntry(text, type); gamelog.addEntry(entry); channels.sendGameLogEntry(entry); }
The first addEntry queues any log entries for display after the feature is applied and calculated. Keep in mind any values pushed to the game log must be calculated prior to pushing the statement to the log or log queue.
The second method, addEntryBefore(text, type), displays game log data as it is processed in the feature. This is handy for any flavor text or dialog you want to present before the action is committed. Additionally, this is useful for debugging as the log entries will process during execution and only fail to display if the calling component also fails. * Fixed and updated disconnect button on host's Player List in the Game Log. A forced disconnect by the GM is not final immediately upon approval of the popup confirmation. This is particularly useful when a client is having an issue syncing files and seems to be stuck in a persistent loop. The GM can boot the client and have them reconnect to resume the sync. * Fixed issue with CreatureClassTemplate decoding where some values on creatures could be stored as Null but we were expecting a numerical value on decode. Decoding now assumes null values as numerical zeros for the purpose of decoding these fields. * Added fix for legacy creatures who might exist outside the array of creatures on a given map. This can occur if the map was created and opened in a campaign prior to the recent versions and the map has not been open/closed. Note, open/close of a map runs a sanity check on the map which cleans up any previously formatted data and updates objects to the latest versions. * Migrated Skill usage to be part of the Actions system allowing for direct skill use, targeted skill use, challenged skill use, as well as on the fly skill mods with dice or flat bonus. * New Skills UI with Persistent (Active) effects, skill challenges, targeted skills, and more.
3.9.4
- Fix and library update to support the recent Windows 10 20H2 mega-update. This update caused several cache related conflicts with the chromium layer used for the script editor.
- Updated the built in help for Map Markers available on the Map Marker Editors Help tab.
- Renamed Links to Triggers in the Map Marker Editor. This change is to restore the concept and intended function of providing a URI trigger mechanic to markers. This is designed to allow external application trigger to be called from components in D20PRO. That being said, URL triggers should result in the running system opening a the URL in an the preferred external browser. Keep in mind, URL's can also be opened from url's in the description, however, this content will open in the D20PRO Map Marker viewer context window.
- Changed the system for selection groups and Ownership for map markers from an obtuse text area to a combo box. The
possible states of the ownership combo are GM, Public, or Player:
. In order to set a marker to player owned, the target player does need to be connected to the game at the time of ownership assignment. However, once assigned, the ownership will persist until it is changed. - Found and fixed the bug which was preventing Map Marker icons from updating after selection. With the fix in place, selecting a new icon for a Map Marker will update the editor view with the new icon immediately. The map view of the marker is not updated until after the editor is closed/saved.
3.9.3
- Found and fixed issue with realtime movement update process which was causing an update loop. This call was occurring during initial login sync as well as during any move action -- compounding the problem.
- Minor update to the dice/roller to fix an overflow problem with the 3d dice renderer.
- Updated the player connection failure message on initial connection attempts to provide more details feedback and some possible suggestions to resolve common problems.
- Deprecated the SocketIO connection mechanic as it is being replaced with a NIO/Netty solution in the longer term.
- Cleaned up some of the options panels which had logic from previous editions lingering and unused.
- Minor pass over the PC/GM Bridge logic to ensure that calls which return results are listening for the results. This avoids errors about unhandled data.
- Added the start of an optional verbose logging option in App. Under Options->Developer there is an option to "Enable additional logging". This option currently provides feedback regarding movement actions as per the change listed above. Over time. the flag will be used to provide more detailed feedback about what the system is doing at any given point. The purpose of this will be to allow community to see more details in the log regarding various actions and events. Over time, this option will become more granular and allow for detailed view of the logs for scripting as well as network and other elements individually.
- Includes a minor fix to the domain spells per level counter to fix a mismatch with the spell slots to domain spells by level.
3.9.2
- Found and fixed library mismatches related to the apache commons v.4 update
- Reimplemented IdentitySet mapping class to conform with the apache commons v.4 update
- Updated and replaced some libraries which may have been causing network and system lag.
3.9.1
- Fixed issue with duplicate log-ins or reconnected players causing duplicate game log entries.
- Fixed player visibility of Map Markers tooltips and double click details for public markers.
- Found and fixed issue with resolving domain spells by level.
- Found and fixed issue with movement painting due to delayed network traffic.
- Reset network troubleshooting log severity to allow for better event tracking.
- Fixed issue with some spell casters not seeing spells beyond level 0 in their possible list when Known is not in use.
3.9
- Remove money from the creature items tab.
- Cleaned up initiative add/remove broadcast speeds.
- Updated default options in Default campaign template.
- Adjusted core dice modifier box to default to "on".
3.8.9.30
- Minor fix in save calculation for a null value which was causing some spells to fail to cast.
- Changed the Blankness info page to read 'Choose Content Library' rather than 'Choose Library'
- Set default Fog of War mode to unable light gradients
3.8.9.29
- Minor update to the feature flow auto suggest system. Not a full fix, but an improvement which can now handle spaces between elements.
- Fixed issue with DC entry for spells cast and the associated game log output
- Added prepared#= preset to the creature template editor's "default"F"
- Updated Heal and Harm game log output to reflect color scheme used in spells and feature usage.
- Updated Heal and Harm logic for roll for each target to properly check for the check box value.
- Removed individual delete "X" from the Map Marker table in favor of the updated menu.
- Repositioned the Map Marker console menu above the search and table area for static access.
- Fixed issue with creation of markers via the console position the created marker very, very far away from origin. The new and correct behavior is that a marker created via the console menu creates a marker in the middle of hte current application view. Right clicking to create a marker at a location is still 100% valid and active.
- Fixed issue wth square marker shapes painting to the left of the drag selection rectangle.
- Updated rules to provide the correct attack actions bar on the Attack Action Card.
- Fixed issue where creatures removed from a targeted spell did not get removed from the impact data map
- Added support to visualize and modify the DC for features/spells before apply.
- Found issue with secondary saves not being processed correctly.
- Fixed issue with secondary saves not registering and updated die rolling logic for additional effect nodes
- Resolved stack pop ordering for applied feature/spell effect description auto-population line.
- Added popup editor for saves on spell/feature impact.
3.8.9.28
- Updated spell casting to properly show impact in the Game Log including DC Save Type and Save Results for targets
- Added capability to spell casting classes which allows for an independent Prepared spells table in addition to the Known and PerDay.
3.8.9.27
- Updated minimum network timeout values based on usage and feedback
- Modified the network participant handler to ensure that disconnected users are removed from the participants list
- Updated the participants panel to ensure that reconnects are folded into the list rather than creating new entries
- Added a stubs for a handful of new creature class definitions
- Added source catch routines to standard dialogs to re-route null source dialogs to the default tabletop object
- Added CreatureClassType, PrimaryAbility and SecondaryAbility options to the creature class template definitions
- If a primary ability is declared, the first value can be used to assume a spellcasting type with the first primary ability as the spell casting ability -- this removes the requirement to include the spellcasting line in a class definition. Additionally, a fail over to using Int as a spellcasting ability with the default SpellCasterTemplate_Prepared caster class type is provided with this change.
- Updated the default creature class template entry with all options and inline documentation for each section
- Updated Pathfinder Rules to use Prestige class flag to manage saving calculations for prestige classes
3.8.9.26
- Minor update to assist in collapsing reconnected players into a single entity on the Hosts Participant listing
- Exposed getCasterLevelMod to the scripting engine
- Added accessSpellcasting() helper method to compliment the existing getSpellcasting() method (legacy support)
- Added internal only methods to support historical fog of war (work in progress). this change is not yet publicly usable
3.8.9.25
- Updated map marker console "Create" button to allow creation without a prior table selection
- Added an SWT initializer to the core D20 process
- Resolved OSX issues related to the Web Extensions panel allowing for full access to the D20PRO GM suite on OSX
3.8.9.24
- Fixed mouse over tooltip sticking in Map Marker mode.
- Fixed issue with spell casters with no "known" not getting spell lists to prepare.
- Added new field to the class definition to allow for auto-preparing of all known spells.
- Created a new Map Marker editor and removed the tethering UI from Map Markers for the time being -- this will return after a re-write to be OSX compliant
- Reworked the Dice Panel integration to use Swing vs JavaFX to avoid OSX embedded JFX Threading issues.
- Fixed an issue where updated map markers with no description were being assigned a description anyway.
- Migrated the map marker editor panel to be a pop up which is thread friendly on OSX
- Reworked the Viz and Lock columns of the map marker console so they are displaying correctly under with the new editor
- Update dice panel (GL) to use swing instead of javafx
- Fixed issue which was preventing clearing of the "blankness" map state when all maps had been closed
- Work on OSX friendly extensions is still underway
3.8.9.23
- Fixed issue where Caster Level mods were not impacting spell slots and known options
- Fixed issue where some manual text entry in the flow editor could lead to index issues
- Fixed issue with some rules having the wrong domain progression rate
3.8.9.22
- Found and fixed two issues with spellPerDay calculations related to 3.5 rule sets and bonus spells
- Fixed remaining issue with removing items with rules attached
- Completed work on setting die size via the right click menu with 4 size presets
- Found and fixed issue with variant casters not importing correctly as they were not following their variantOfClass thread
- Moved class/variant debug output to the Debug log level
- Wrapped the 3d dice, dice and card box, web extensions and marker editor in OSX detection as these elements are not working on OSX yet.
3.8.9.21
- Creating a campaign template from scratch now works as intended
- Removed the duplicate Legacy marketplace toggle in options
3.8.9.20
- Fixed issue with sync'ing GM options such as Use Gradients for fog of war and other Options panel elements.
3.8.9.19
- Fixed issue with default caster types not pulling the correct default values from Rules. This works as intended now.
- Fixed issues with Pause only pausing updates but still allowing token movement on the players side. Players are now denied movement while the GM has the session paused.
3.8.9.18
- Updated spell system to support spells by level which stores spells as complex objects instead of simple name lists
-
Added rules override properties to the Creature Class Template Library. These properties allow for each entry in the library to control aspects of spell casting related to the class without having to have a coded entry in the compiled build.
## NEW CREATURE_CLASS PROPERTIES
## Sets the max spell level for Spell Lists (excluding Special/Domain)
MaxSpellLevel=9
## Set to true to collapse prepared Special and Spell lists into one casting pool
SpellUseAllSpellsInLine=true
## Set to true to use Cast and Keep spell memoriztion versus cast and forget
SpellUseListMemorization=true
## Use to define the SpellCaster Classes capabilities
## Set to true to use Prepared spell mechanics
SpellCasterUsePrepared=true
## Set to true to use known/learned spell system
SpellCasterUseKnown=true
## Set to true to enable domain logic for paths, oaths, circles, bloodlines, etc.
SpellCasterUseSpecial=true
## Use to define the Spell Editor tab names
SpellCasterLabels=Spells Prepared|Spells Known|Special
## Show spells per spell level UI
SpellCasterUseSlots=true
## Set to true to enable trait/pool based casting -- leave false for now!
SpellCasterUsePools=false
## Define Spell Lists as List Name|List Name|etc
SpellLists=Spells
## Define Domain Lists as List Name|List Name|etc
DomainLists=Primary|Secondary
## Set the number of spell slots for memorization of domain spells if applicable
DomainSpellSlotsPerLevel=2
## Set the ratio by which the spell level is determined
## [ Class Level * SpellRate ] Rounded down = Spell Level
DomainSpellRate=.5
## Set the maximum spell level for Domain Spells
DomainMaxSpellLevel=9
## Set the minimum spell level for Domain Spells
DomainMinSpellLevel=0
## Set to true to use SpellsByLevel declarations rather than Domain List declarations
##
## example: when false: DomainPrimary=Spell|Spell|Spell|Spell
##
## Example: when true:
##
## Primary1=Spell
## Primary2=Spell
## Primary3=Spell
##
DomainUseSpellByLevel=false -
Added logic to use a list property to provide spell lists and special category spell lists (domain, oath, etc.) as piped lists. This is a future forward add-on in terms of traditional lists.
3.8.9.17
- Found and fixed issue causing event process errors which could prevent the application from shutting down correctly.
- Re-enabled blend modes for lights.
- Added create light functionality which sets the outer and inner ring color of a created light to the same color as the creatures team color.
- Re-enabled image lights.
- Updated Options->Fog of War options to allow enabling or disabling of blends and gradients for lights. This is both a preference and performance tuning option.
- Updated default from the judge menu to include Average blending mode with a strength of 1 (max).
- update toggle actions in the Options panel such that changing the state of an option prompts the map to refresh. This is a fairly light weight task as the map refreshes frequently anyway, this change simply ensures that element changes are registered by the options toggles.
- Update alter team options to also alter any tethered lights to match the associated team colors.
- Fixed error with showing dex value on the AC line in the creature view.
- Fixed issue where a lights gradient array could be null when it should have had default values.
- Updated traits and items tables to make the default double click behavior the info pop-up for the given item or trait.
- Replaced the info icon and column on traits and items with an edit icon and function. Clicking on the edit column for a given item or trait will open the editor for that item/trait.
- Updated the add item and add trait choosers such that they do not provide an edit column since you cannot edit from those panels anyway.
- Added Caster Level tumbler and effective Caster Level header spell tabs of the creature view.
- Update feature flows to allow all combo boxes which are not multi-select boxes to take text input or combo options. This change enables a wider range of customization of flows.
- Added a Caster Level Feature handler which allows for rules to provide Rules based Caster Level controls for spell casting classes.
- Added logic to the Caster Level Tumbler which prevents caster level from exceeding a hard cap of 126 total caster levels. This is a function of the underlying data structure which will need to be updated to extend the cap beyond 126.
- Updated hex grid painter to improve performance and stability of the grid during zoom.
- Updated selection markers for both hex and grid based movement in and out of combat.
- Found and fixed bug which was causing all memorized spells to be lost on spell cast or creature edit.
- Fixed issue that was preventing res/Status and res/Marker images indexing and requiring updates to the ManuallySpecified .zip files. With this fixed, files can be added, deleted and managed from teh Markers, Lights, and Status folders as intended.
- Fixed an image with the image chooser which was causing the chooser to fail to load image previews for the initial folder unless the chooser was closed and opened or another folder was selected then deselected.
- Fixed minor merge creature issue that was impacting creature updates.
- Updated light overlaps and blending options
- Fixed error with item dialog not having a valid source window
- Disabled Paizo Link Code until the updated API can be implemented on the server
- Fixed issue with markers not responding to a double click event when the marker was above the fog of war and creatures (top most layer).
- Fixed issues with map marker right click menu not rendering all of the valid menu entries. This was preventing some rotation controls from being visible when accessing a marker via right click.
- Fixed issue with valuenodes for map templates in the flow diagram writer
- Disabled the Paizo link code access till the API updates are in place
- Updated spellsPerDay data structures to dynamically support caster levels based on the spells per day declaration in the creature class definition.
- Fixed JxBrowser related update to the script editor
- Updated movement method to clear GM movement from the connected PC views on drag release when out of combat
- Fixed issue which was preventing markers tethered to tokens from being untethered from tokens
- Updated the Cost feature applier to allow for negative (recharge) values.
- Updated the Level feature applier to allow for reduced values from the starting value.
- Updated the GM use feature handler to properly find and allocate the GM creature for game log entries.
- Updated the look and feel for the edit costs in pools editor
- Updated the casting behavior for features and triggers to properly account for cast as behaviors
- Changed the add creature to map behavior to default newly added creatures to passive. This prevents added creatures from being shown to players when they are initially dropped onto a map.
- Fixed issue where table headers were not rendering for Swing tables.
- Added color indicator to the Fog of War Draw mode cursor to indiciate if the draw mode is in Snap to Knot mode (Yellow) versus Snap to Grid (Green with dashed perimeter) or no snapping (Green)
- Updated the Draw Mode drop bar to show the correct shortcuts for toggling snap modes
3.8.9.16
- Added refreshCenter method to the map view handler allowing for detection of drag actions without triggering full cell recalculations. This is intended to save some processing power which was being used to recalculate the cell bounds frequently.
- Fixed video URL background, Overlay and Weather layers to integrate with the updated map rendering engine
- Added a link code editable field to the Join a Game UI. Using this UI a player can paste a code into the Join a Game UI and click Lookup to find the session supplying that it exists. Values are then populated to the rest of the form.
3.8.9.15
- Fixed issue with character html view closings locking the browser threads.
- Updated web extensions to use off-screen GPU rendering to prevent UI painting issues with the default D20PRO menus.
- Updated connection logic and broadcast logic to operate substantially faster.
- Enabled panel resizing for Add Traits and Add Items panels.
- Update JxBrowser to 7.9.
- Removed the sync and center option and collapsed the ability into the standard broadcast button.
- Added methods to allow broadcast for game and map which provide per-client transmissions.
- Fixed issue where a host could not fully launch a game if no session was specified.
- Fixed issue with rules sync not being pushed when GM Broadcast actions are used.
- Added Level column to the Rules Library for Features, Spells and Traits.
- Updated Game Log dice to use an opaque background while waiting on a transparency bug fix from TeamDev (JxBrowser).
- Changed the Right Click menu item for Location->Move To Map on creatures to correctly reflect the key mapping of 'M' rather than 'Ctrl-M'.
- Found and fixed a concurrent modification issue regarding the init process for the Creature Class Library. This should resolve issues related to lag times when editing a creature among other things.
- Fixed issue with template placement calling creature updates.
- Found and fixed an issue with round advancement which was causing all maps to be validated for each connected player.
- Found and fixed an issue with spell application which was causing all creatures to be tested for applied effects rather than just the targeted ones.
- Fixed a mix-up with the template approval dialog text.
- Added JRE Bit value output to the D20PRO.log to help debug 32-bit installs on 64-bit devices.
- Found and fixed issue with light, token and marker updates where the Server was being accessed to validate file names even when the client was confident they had the right file and name.
- Added clear button to the sessions field in the launch abstract.
- Updated light editor panel behaviors for OSX and for windows adding an edit button and disabling the double click to edit option.
- Found issue which was causing the res library to reload and rescale token images too often. Resolved with a proper binding to the player image cache.
3.8.9.14
- Fixed issue with group move-to-map movement causing creatures with current movement history from applying cached movement after the move-to-map action.
- Updated the activity monitor so as to no longer mark a player inactive when they are actually active.
- Corrected the disconnect option such that removing a player from the participant panel correctly instructs the client to disconnect from the hosts game.
3.8.9.13
- Fixed an ER application bug in PF/3.5 games which was causing damage to heal the target when a remainder was present.
- Minor updated to the PCGen importer to correctly handle the PCGen 5e html/xml export type. Spell and trait import is still in need of an update for this importer.
3.8.9.12
- Fixed bug with prepared spell casters in non 5e rule sets. Resting and memorization should once again work as intended!
- Updated the Get IP button in the Options->Networking to provide the session Link Code and renamed the button as well.
- Initial Socket.IO connector is live and working. Network traffic is still TCP/IP bound in this release however.
- Updated the default attack add to use the same first letter caps case for Bludgeoning as other types. Also normalized the rules and flow to use the same case set for a visual consistency.
- Added feature support to standard attack tab actions. By modifying the damages for a given attack, a user can now add rules based damage types to the attack. These are text stubs which point to named rules and will result in inert rules if the named rule does not exist when the attack is resolved. Currently this process requires the GM to target the chained feature/spell which is launched after the attack.
- Updated the PC Wait and PC Stop Waiting methods to properly send player status updates.
- Cleaned up extraneous broadcast logging.
- Disabled SocketIO services for this build as the service isn't ready yet.
3.8.9.11
- Fixed gamelog right click menu access on tabs and on initial launch. Issue was caused by the dice overlay being painted above the log on initial launch and blocking tabbed pane access.
3.8.9.10
- Found and fixed issue with GameLog causing application failures due to a thread leak (introduced in 3.8.9.9)
- Added export manager for content developers with encrypted content.
3.8.9.9
- Updated the session manager to provide an edit function.
- Updated the marker drop box text (collapsed) to include right click for menu dialog.
- Added a catch for migrating older campaigns where a map UIN may have been lost in transition.
- Added a popup notification with instructions on how to recover from a map UIN mismatch after a version upgrade.
- Fixed an issue with ability score display for rules with less than or more than 6 stats.
- Minor change to manage sync issues with GM pause state.
- service release -- this does not include all of the changes intended for this build. Expect another in short order!
3.8.9.8
- Applied fix for the occasional gamelog token save failure cases.
- Started work on socket.io/session based networking support
- Updated creature class table search/match algorithm to match other libraries
- Started work on a sync spell to spell binder method which will update the freeform spell list when spells are enabled in the spell library -- currently this "binder" of spells is only updated when a class with a spell list is enabled.
- version bump to 3.8.9.8
- Stub for passing the session based game data to the GM for socket.io based networking
- Update to all threaded systems to introduce a shorter lived thread manager routine which shoud prevent the dangling thread executors we were seeing under heavy load
- Minor tweak to the output logs for superqueue timeouts on application shutdown.
3.8.9.7
- Added socket.io library and dependencies
- Updated D20Rules (Default Rules/3.5 Rules) to support new system functions like custom damage bars.
- Fixed issue where on-equip was doubling the equipped values. Oops!
- Continued work on ODD/OED - 2nd ed Rule sets
3.8.9.6
- Updated marker access from right click and double click to respond to ownership values.
- Updated double behavior for markers with a description to open a pop up webview which shows the rich content without having to go through the image processor.
- Updated the marker editor view to NOT show non-public and/or owned markers on the player side of the editor.
- Removed the mouse over text view in lieu of double-click to open a rich viewer.
- Updated mouse over to only show for markers that are of type Public or Player:
tagged on the Player app view. GM retains access to all markers at all time. - Found and fixed additional issue with Synchronized methods for Wait for PC.
- Updated PathfinderTwoZeroRules spontaneous casters to provide a prepared tab as a utility -- this lets a player cull the list of spells from their available to a list of spells they want to have listed after a rest.
- Removed status icon requests for Delay, Ready and Held actions. This currently uses a very deeply integrated system which was conflicting with the status icon system and resulting in unknown status icons. We will revisit this in a future pass.
- Fixed bug with marketplace import Merge All method not processing.
3.8.9.5
- Work in progress on a fix for showing rolls for spells and features which use the repeat/multiply feature node. In this build the results applied on to creatures is correct, however, the dice rolled in the game log are not.
- Reworked the "wait for PC" methods to function based on standard Java Synchronized threaded behavior policies -- was hard coded with process waiting previously. This was causing unusually high delays in round advancement across the network
3.8.9.4
- Added a developer option to preview the material UI work. Right now this isn't worth using for an actual game but it should provide a live view of roughly where we're headed.
- Adjusted timeouts for the few remaining synchronous events based on user feedback from 2000 ms to 6000 ms by default.
- Added adjustable download timeout option for debugging and user customization. The default for this one is set to 60000 (10 minutes) which is the default value for this field from the 3.7.8 days.
- note: as the networking code continues to evolve, this will get removed/replaced with an auto-detection method to replace the manual timeout controls.
- Removed equipped effects from the active effects panel.
3.8.9.3
- Fixed issue with failed image upload/downloads from stalling the networking process and image parser on the PC/GM sides of the network.
- Added user accessible timeout controls for network behaviors. This is designed to allow a GM or Player to control how long D20PRO will wait for data to be passed before declaring it unavailable or a failed connection. The reasons to expose this value is to support a variety fo networking scenarios. On a high speed network, a speed of 2000 ms is optimal. However, if a player or GM has a bad connection this can be tweaked upward to allow for longer transaction times. The default is be 2000 ms.
- Updated the login network timeout to have a max wait time of 10 seconds before it gives up on making the initial GM connection. Timeout for this one was set to be 10 minutes and was causing what looked like freezing issue for folks who are better served failing faster and retrying.
- Update Pathfinder 2.0 Rules jar to properly calculate saves based on class levels.
3.8.9.2
- Removed debugging for Spellcaster Prepared spell selection/known/choosen log output
- Fixed issue with attacking the ground, we no longer attempt to update the non-existant creature in the selected space
- Updated feature/spell decisions such that 3d dice are rolled for any feature/spell which calls for a dice roll
- Set default grid scale for empty maps to snap (1:1) vs free (1:10). Free mode can be toggled on via the map properties panel after the empty map is created.
- Fixed issue with light scaling when dragging tokens between free and snapped grid scales.
- Double clicking on an item on the map will open an items description panel in a floating window. If the area clicked is a stack of items, each of the items description panels will open for review.
- Fixed issue with walls scaling during map resize and grid scale switching.
- Fixed issue where changing map scale did not update fog of war objects.
- Partial fix for map template (area of effect templates) during map scaling.
- Fixed issue with markers not resizing and repositioning during a map scaling operation.
- Added tethered rotation to tethered markers.
- Disabled Light images temporarily as they were causing map and game file corruption. Will investigate and restore this function in the near future.
- Updated unattached light positions to stay relative when map scale is changed between free and snapped.
- Moved logic related to light outer ring and light sizes to the map resize methods to match other aspects of the app structure.
- Changed the Map Marker editor to provide a more uniform size system where a single size drop down contains presets and custom options. When custom is selected, the custom width and height options are editable.
- Updated the Map Marker footprint bounds such that the bounds are contains within or match the art of the marker (rather than being offset to the left of the markers visual position.
3.8.9.1
- Fixed a minor bug which was causing audio to play too loudly -- despite the slider setting in Options->Sounds.
3.8.9
- Complete Work on paused game state to improve update speed for pause and unpause.
- Fixed typo in new class template Variants line.
- Prototype material theme library added to the lib-stack and tested (not publicly available yet.
- Fixed reverse path data loss on movement paths. The issue was caused by player movement backward along an already traveled path being trapped and not sent to the host to broadcast to connected players -- the result was a disconnect of movement and location for host, mover and connected players.
- Found and fixed an update logic bug in the send Creature RPC. This command is responsible for updating the connected players instance of a creature on the map whenever a change is applied, such as visibility and/or ownership. This update corrects the error in which an existing creature wasn't being updated in the maps memory vs. the game state memory. These two storage containers are separated as a means to allow player owned creatures to be visible to a player when the map does not contain them.
- Identified a network logic loop related to visibility and corrected it.
- Fixed issue where players were prompting the GM to send a broadcast on connect due to creature sync even if the GM had set the options to Auto-broadcast on connect.
- Re-re-wrote the networking logic for roster updates along with several other aspects of the DM<->PC bridge to use asynchronous calls.
- Updated the Heal and Damage action cards to operate over the updated network -- faster response time.
- Map template updates are still running slightly behind the desired speed, but show marked improvement under the new system. The Report Card says, Needs Improvement in this category
- For the common properties, we've lowered the network default timeout value from 20 minutes to under a minute. This results in faster disconnects, but also faster connections.
- Please report if you have issues loading resources. The lower timeout value is a stop gap while we complete work on migrating from Synchronous networking to an Asynchronous networking model, however, it could lead to unforeseen issues. Feedback will help us prioritize the next round of updates.
- We restored the multi-player connection ability. However, there appears to be an issue with the 5th+ person connecting where the GM needs to push the map to them. We're looking into the cause of this. In the meantime, communicating with the player about what they see will work wonders. As a GM, do not just keep smashing broadcast, as that queues up a broadcast requests currently. Just ask them what they see and then push if they have the "please wait" message. If you have 5 or more players connecting, just let them all get queued up and push once for all of them. Broadcasts go to everyone. The initial sync and broadcast can take some time depending on your rule system size and map/token image sizes.
- F2 currently pushes just the game data and centers the current map view from host to players. However, F2 does NOT push the map itself. If you update the map -- add easy fog of war, map tiles, and/or map markers, you will need to use F3 or the broadcast buttons along the top of the screen. This will get updated and fixed so it's not confusing in the next pass here.
3.8.8
- Resolved issue that was preventing items from being equipped on creatures opened directly from the Creature Library.
- Re-enabled out ring color for light radii.
- Added GM Option to create lights with or without gradient values from the right click judge menus as well as the Lights panel of Draw Tools.
- Major re-work on visibility rendering/handling over the network. The upside to this work is general movement and actions are all much, much faster. There is still a bit of a lag when creatures immediately become visible to a player (from the PC side) but even with this, speed is vastly improved. I'm certainly we'll be able to resolve the hiccup for large creature group reveals moving forward.
3.8.7
- Found another handful of cast class exception edge cases and resolved them.
- Found and fixed a long standing issue with legacy marker images not loading even when the correct marker files are present. This fix recreates the marker using the new marker format and should eliminate the issue going forward.
- Found and fixed an import asset bug which caused the import window to fail silently (unless you had Debug enabled via the batch file) and then not run again until the next restart.
- Updated JxBrowser license
- Added GM Options in the developer panel to disable browser layers and/or fog of war rendering -- note, this does not enforce these changes to connected players. They are for debugging and performance supporrt.
- Identified and fixed a bug in the players map rendering that was causing extremely slow performance on player movement This was impacting all connected players and slowing down the group additively.
- Updated visibility logic for players to eliminate an odd edge case where sometimes tokens would go opaque when they should not.
- A mostly-5e-stub for Shadow of the Demon Lord is in this build's rule kit. It is not adhering to any specific rules beyond ability score naming at this point. The purpose of this inclusion is an example case of sheet changes.
- Restored video map support.
3.8.6
- Fixed init toolbar issue where some folks were not seeing it toggle on or off during init change.
- Updated audio pointers to keep'em separated.
- Fixed issue with 5e Warlock spell editor not displaying correctly.
- Updated spell editor to auto-populate known to prepared editor tabs.
- Added dialog to prevent items with features from being purged on equip before an item has been committed to the creature. This behaviour is less than ideal but effective. It will be deprecated when the creature view has a built in save method without having to use apply to commit changes. The purpose of this is to prevent players from adding gear, using the gear, then discarding it without having had approval by the GM of owning the gear in the first place.
3.8.5
- Updated the new volume slider preference system to set a default value when no value has been set previously.
- Updated the volume preference loader to validate preference values on load.
- JavaFX tables were not rendering due to an over aggressive null object trap (which was catching empty lists). This was impacting Lights, Equipment and Pool feature/spell selection and is now resolved.
- Fixed issue with publicize game passing a null location in some circumstances. once this issue occurred, the system was hanging on sending game updates.
3.8.4
- Fixed issue which was causing players to see passives on active maps even if the passive would be considered not-visible and not owned.
- Updated Easy fog of war mode to use the newer, faster psuedo-realtime update engine. Toggling visiblity should be much faster now.
3.8.3
- Fixed volume preferences on the Options->Sound tab.
- Fixed issue where the last stat combo entry for attacks wasn't re-populating when an attack was edited. For D&D/PF. CHA/CHA was opening as None/None -- this is fixed. (was a visual issue)
- Fixed issue which was causing odd simultaneous creature edits (players) to create duplicate creatures and cause sheet renders to be incorrect.
- Fixed issue with the Mini view not showing the updated/modified stat totals
- Updated classes view on the Creature Editor such that a GM pushed refresh does not replace the known classes with an object, but instead replaces the existing, open elements with the pushed content.
- Corrected an error handling issue for trait lookup for traits not found in the library -- primarily to support PC data models.
3.8.2
- Found and fixed issue with GM casting throwing null on target selection.
- Updated license and copyright dates.
- Minor change to avoid concurrent modification for roster sorting.
3.8.1
- Updated and fixed movement dropbar behaviors to correct a persistence problem.
- Fixed issue with clipped audio playback.
- Fixed the outstanding issue where Alt/Shift/Ctrl clicking on a creature while you had another creature already selected was moving the first creature to the second creatures location. This doesn't happen anymore :)
- Cleaned up a few duplicate movement behaviors which were wasting network update times.
- Fixed the outstanding issue with spell selection requiring the spell editor to be opened twice to register new spells. Now the behavior is as expected, select spells, hit rest to move them to a ready state on your character.
- Fixed an issue involving the spell editor throwing a null pointer exception if the spell list was empty.
- Adjusted the content parser for PF2 to understand how cantrips work (in D20PRO terms) -- i.e they are properly represented as zero level spells which do not debit spell slots unless cast at a higher level.
- Fixed issue where some spell casting classes were presenting spell lists which contained ALL spells from the library rather than their own spell list.
3.8
- To avoid confusion the release version for 3.8 is above this point.
3.7.9 RC26
- Fixed logic error preventing the CreatureClass Library editor from opening.
- Updated connection logic to provide initial creature sync on connection (initial updates are pushed in two passes. Phase One: Map and Game State; Phase Two: Tokens and Token states)
3.7.9 RC25
- Added audio selector (crude) tool to the GM Options panel. Current the sound files are not shared automatically with the PC. If you wish to use this feature, you will need to zip up your
/res/wav folder and send it to your players. As we get the media server elements online, we'll add support for streaming audio files and video files from the GM (host) to your players. - Minor bug fixes to the Creature Class creator to correct for a failure involving VariantsOf definitions.
3.7.9 RC24
- Fixed version error in the Release Notes.txt
- Updated Game Tools->Map Templates to use the newly updated broadcast system which separates the map and game updates in order to speed up data transfers.
- Updated Map Marker create, delete and rotation actions to use the updated broadcast system.
- Found another case where Movement canceling could cause a token to lose it's location and fixed it. On cancel, we now capture the tokens origin to ensure that if the path is completely cleared we can set the location back to the original starting point.
- Updated marker tethering to properly attach tethered markers to the tethered target.
- Updated player map instruments to restore lost tethers due to separated game and map data broadcasts.
- Fixed issue where both owned and tethered options were attaching a light to the owner rather than honoring the tethered target.
- Partial fix for OSX pop-over windows appearing behind the parent window. The first pop-over window generated by a panel correctly appears in-front of the parent panel. This fixes the problem for all of the current pop-overs except the attack damage quality pop-over which works correctly for the first quality pop-over, but not for subsequent ones. For now, on OSX, you will need to close the attack damage editor after each quality change in order to have the pop-over appear in the right order.
- Updated Pathfinder 2.0 Rules to use the Attack Quality "Critical" to denote a critical only attack row which is not impacted by the critical multiplier.
- Added local direction arrow support for map scrolling.
- Fixed bug with publicly owned not being tagged in the Change Ownership UI.
- Ownership changes (done)
- fixed player side mouseover/tooltips
- Added tooltips to items on maps
- Added double click behavior to open up webviews for items on map info panels on double click. Note double clicking a stack of items under a token will open ALL times and the token's mini view.
- Updated drop item behavior so it now only pushes the game and updates the creature token
- Updated the pickup behavior so it updates the creature token and updates the map. Picking up an item does not require a game or map push.
- Updated apply status so it updates the creature instead of pushing the game and map
- Added automatic update for the PC when a creature is cloned -- thus no longer requiring a broadcast.
- Added automatic update for the PC when a creature is deleted from a map -- also no longer requiring a broadcast.
- Updated move to map/location/limbo to use sendCreature methods thus bypassing broadcast updates except when moving a token between maps.
- Updated move/add creature from roster/library to map to no longer require broadcast
- Updated alter team to no longer require broadcast
- Updated alter label (top & bottom) to no longer require broadcast
- Updated alter->size to no longer require broadcast
- Updated creature rotation to no longer require broadcast
- Updated alter->hold/release to no longer require broadcast
- Updated D20PRO side of the new session management system for TCP/IP and Socket.IO. This is still disabled however, as the D20PRO server/storage needs to be updated to match the new spec as well as deployment/development of the Socket.IO server and services -- still forward progress is forward progress!
- Found a bug with the player side creature editing which was causing players to duplicate creatures viewed as passives. This is fixed now. Players now run their own cleanup process for their locally created passive edit targets.
- Added functionality to the saves area of the character sheet and creature template allowing for saves to be based on arbitrary stat values. This allows for feats, customization and more for saving throw calculations.
- Updated the networking to prevent the GM creature from being shared with the PC game model.
- Fixed odd case where Player was getting a Stabilization prompt whenever a creature moved from Passive to Active on the GM side.
- Updated JxBrowser to version 7.4
- Enabled AAC and .H_264 codecs for JxBrowser 7.4
- Added support for WideVine to the JxBrowser integration
- Fixed issue where tokens were not updating unless the GM clicked on the players owned tokens first.
- Fixed network updates for Templates, Heal/Damage panels and creature updates.
- Added support to automate decision windows via the "I trust my players" optional UI delay.
3.7.9 RC21
- Spell selection for known spell casters (5e) start with all spells in the known list (first tab). Also, updating spells doesn't update the known list unless you close and re-open the spell editor panel. We have a new UI planned for this panel so this bug persists as the re-write is a better solution.
- We've had a handful of reports of a bug where the selection from a library or panel fails to register. Please send your log in if you encounter this error to d20pro_support at d20pro dot com. We need more samples to identify and resolve this bug.
- Hex grids are available, but far from implemented for mechanics. The ruler is off by two grid units when measuring hex's diagonally. This is due to the 1.14x scale factor However, radius for lights and map templates are accurate. If you opt to use the current hex grid, please do so in "Free" grid mode. This will afford you a slightly smaller token size with rounder edges (better suited for a hex unit) and also grant you movement which doesn't conform to the square grid.
- Features & Spells which impact Energy Resistance and Damage Resistance On-Equip (from items or traits) are not rolling back when the Item or Trait is unequiped or unused. Definitely working on a fix for this, but for now, you will need to remove the effect manually on a given creature. These effects applied directly from a spell or feature roll back correctly when the duration ends.
- Hero Lab Native importer does not import spells or spell selections yet.
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PCGen's new 5e XML format is not compatible with the current importer, 3.5 works correctly. To resolve this the PCGen importer will need to be generalized more than it already is.
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Found bug which was throwing a null location on movement and move transitions which has been trapped and dealt with.
- Updated PF2 attack resolver to properly display crits based on total to hit rather than just the die roll.
- Update PF2 items to include bulk where L = .1 and the rest is logically sound.
- Updated the AttackActionCard to have a more dynamic button array for Critical Miss thru Critical Hit types based on Rules.
3.7.9 RC20
- Added a Save Campaign to Campaign Templates button (disk icon) to the Options->Game tab of a GM session.
- Updated the campaign templates for each of the current supplied games to ensure we were not missing any components.
- Updated the URL's for Starfinder and Pathfinder SRD/Reference sources.
- Hero Lab Native importer updates adding better support for classes, races, attacks, traits, skills, and items. Spells and spell related choices are not importing yet.
- Updated Pathfinder 2.0 Rules to support Deadly weapons property as a Critical damage modifier. Simply add the additional die to the weapon damage with the modifier of Critical and Deadly.
- Updated Pathfinder 2.0 Rules to support the +10/-10 critical hit/miss attack ranges.
- Re-enabled the Variants tab of the Creature & Class Template editor. This replaces the need to enter Variants= and VariantsOfClass= values into the Source tab. More of this UI will come online in the next release cycle.
- Added very basic Hex grid painting to the Map Properties panel. The current implementation is just visual and does not impart any rules for Hex or hex like behaviors. Again, look for more on this topic in the upcoming dev-cycle.
- Updated the Roster to provide a Control + Click behavior. On the GM side this changes maps (if needed) and broadcasts the map, game and centering updates to the players. From the PC side, if a player Control+Click's a roster image, the GM will be prompted to change maps and broadcast updates to the players centering on the selected token. Note, the Control+Click action plays the focus animation. For GM's this can be very useful as it will force the animation to play allowing for behaviors like, you think you see something over here, or you hear a noise in this direction. As a compliment to the map ping it can create a well rounded call out system. From a player stand point, with GM participation, the Control+Click can let the players quickly call everyone's attention to a specific token or request a map change so a player can act.
- Fixed an issue with large and larger token footprints that was causing the token to snap to the mouse location by it's upper left corner.
- Added broadcast request and centering request buttons to the player upper left menu. These allow the player to request a re-broadcast or centering update from the GM in the event they are out of sync.
- Updated Rules (all) to support a CRIT_ROLL_TO_CONFIRM flag allowing for game systems to bypass the built in 2 dice to confirm critical system.
3.7.9 RC19
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Spell selection for known spell casters start with all spells in the known list (first tab). Also, updating spells doesn't update the known list unless you close and re-open the panel. A UI rework needed on this one.
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Even faster lighting response! The community noted that the zoom in and zoom out functions were taking a long time while panning and moving tokens was running just fine. This led to the discovery that there were myriad repeat calls to shadowcaster being called for several actions, not least of which was the zoom. After fixing this so instead of calling the shadowcaster directly, they flag the map to re-draw shadows on the next paint cycle, the speed and performance of the map render increased yet again! Thanks folks for continuing to test and find stuff like this, even if it is found indirectly -- you all are helping to make the application better as a team. Very much appreciated!
- Updated the Use Feature options from Active Effects to allow for the GM to cast/use any feature/spell as a creature on the map. When a creature is selected and the Use Feature button is pressed, the built-in GM creature will mimic the creature selected in terms of ability scores, classes and what not. However, the GM creature retains access to the special traits which allow it to cast any and all spells and features.
- Fixed issue with legacy map markers not loading the editor due to an expected image file type mismatch. Unfortunately, we're still unable to recover these images as they're not stored in the marker, unlike with tokens. However, this does fix the markers so they're user adjustable again!
- Added multi-selection and multi-selection actions to the Map Markers panel such as Copy and Delete.
- Removed ding from player movement events.
- Fixed duplication and speed up rules library access. Indexing can still take a bit, however, once indexed, modifying or sorting the library tables is fast and accurate.
- Fixed issue where rule sets using Saves as AC where not updating the Custom AC values for the associated save when the save was impacted by a spell or feature.
- Found and fixed a bug which was preventing several rules specific settings from synchronizing to the player. This included death saves, inspiration, and a few other adhoc rules. Generally speaking this was not an issue when using the rule set of origin for a given rule type, however, now you can mix and match these rules at will -- just ensure push your rules changes to the players (f2 or broadcast button after tweaking the options panel).
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Added dice roll options to all handout types except for external URLs. To make this work there is a table population method which lets a table of values with single digit or digit ranges and a text result value.
- example of a range entry:
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1-4 | It is pitch black. You are likely to be eaten by a grue.
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versus a single digit entry:
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4 | Hearing and darkvision out to 120 feet.
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Note For the purposes of percentile ranges, a roll of 100 is 100, not 00.
3.7.9 RC18
- Added additional damage types to the StarFinder Rules Set to support updated content such as Alien Archive.
- Added Pathfinder 2.0 Weapon/Attack Qualities to ER and Attack Qualities containers
- Added rules based critical hit handler which can be used to add custom critical hit handling events via the Rules.jar system.
- Added On Turn End and On Turn Start events to the On Target Effect flow node. This will allow triggering of events on a targets initiative either at the beginning or end of the targets turn.
- Added On Unequip usage type which allows for specific feature effects to be run on Unequip. This allows for unraveling of scripted changes which occur outside of the automated feature behavior manager.
- Updated the active effect cancel behavior to ensure that effects can be canceled even if the the parent feature reference has been lost or canceled through another means (such as scripting)
- Fixed bug where On Cancel Effect nodes trees which contained a script were being processed when the item/trait was equipped. The fix included two parts, fixing the equip/use action such that the On Cancel effect was ignored and fixing the unequip/un-use action such that the On Cancel effect was the only effect being processed as a new effect. Only after processing the On Cancel effect node tree are the feature cancel events fired.
- Updated the Use Feature option from the Active Effects panel to use the GM Common creature model allowing for launching of any Spell or Feature from the Rules Library. Currently this assumes the existence of a wizard class at level 20. We'll improve this with some predefined class definition going forward. This does not prevent the feature from functioning as is, however.
3.7.9 RC17
- Re-enabled Blend Modes for all platforms... and disabled them again as well as removed the blend mode options from the light editor panel for now. There is an incompatibility with the new volatile image map which we'll resolve before re-enabling this again.
- Migrated the Light editor pane to a vertical scroll pane allowing for easier editing.
- Fixed issue with lines being drawn too thick when a token is offscreen. Was impacting fog of war, selection boxes and token borders.
- Added mechanic to paint edges on fog of war regions when a custom color is in use. This allows for the Fog of War region system to be used to draw maps without being constrained to the grid as the current "draw" tools are.
- Fixed issue where tooltips for invisible characters were not being displayed for GM's.
- Replaced Anonymous character portrait with a static image rather than a generated graphic. The graphic generation was causing the PC slow down when more then three anonymous tokens were present. The anonymous image can be manually changed by replacing the image found in
/res/img/anonymous/ the file name and path must remain the same. - Fixed issue with player submitted art imports not being pushed to the GM.
- Added live update for visibility toggle.
- Removed passives from the Player list unless the player owns the passive creature.
- Updated the player publication model to ensure that all creature sent are processed and not filtered by the rosters "natural order" mechanic.
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Added a convenience feature to the GM roster which allows the GM to broadcast the map a token is on to all players and/or prompt centering. The event is triggered by holding down CTRL (Command on Mac) and clicking on a token in the roster. The results differ based on if the players are already sync'd to the map or not.
- If the players are NOT currently viewing the same map as the map containing the token, the player views will be pushed to that map.
- If the players ARE current view is the same as the map containing the token, the player view will be centered to the selected token and a focus animation will be drawn over the token selected.
- This action can be used to broadcast maps instead of the broadcast buttons or F2 key press. We're still working on a clean broadcast AND center option to use for this task. However, this should be useful as is for now. next up, update the enter/exit init to push changes without pressing F2/broadcast.
3.7.9 RC16
- Fixed issue where the selection highlight was being drawn above the tokens rather than under.
- Added scroll bars to all of the options panels to make them functional when the window is not fully extended vertically.
- Retooled the core dice to allow resizing from square(ish) to horizontally long and flat.
- Moved the 3d dice renderer to the game log such that core dice rolls will roll 3d dice behind the game log entries.
- Added an enable disable 3d dice function to the game log's context menu.
- Added a fade control with three settings, fast, medium and slow, to the game log context menu to control 3d dice fade after a roll is completed.
- Updated Map Markers to support a type of Public which will allow any connected player/Gm to control the map marker and access it's contents.
- Added stub code to support polygon tethering to tokens and items. When fully implemented this will allow fog of war regions to be attached to tokens or items and moved around the board accordingly.
- Removed the Push to 3D dice option from the Developer panel as it's been integrated into the Game Log space.
- Found and fixed a bug with visibility when no fog of war mask or wall is in play. The Player visibility solution was not taking into account the existence of fog of war when determining if the token should be shown.
- Found and fixed an update bug which was causing player moved tokens to jump back to the previous position when the Host pushed an update out of combat.
- Fixed issue with 3d dice rolls not playing on the player side.
- Added behaviors to roll 3d dice over the network for skills, attack rolls, and saving throws with support for Advantage/Disadvantage dice as well.
- Reworked the network broadcaster to speed up and solidify network updates between the GM and player. All network updates are now run asynchronously to free the Players and GM from network binding sooner than later.
- The new updates also fixes the damage indicator updates, however, the damage indicator is delayed by the speed of the update process. As we move to smaller, more concise network update messages, performance for this will improve as well.
- Decoupled the SpellUniverse from the CreatureClassTemplate allowing for an individual caster to have their Universe of Spells altered after they've acquired their class. Modifying an individual casters possible Spell Universe currently requires the use of scripts and features to apply the changes and are not reversible without a specialized script.
- fixed issue where the Dice Look and Feel color is null when no color has ever been selected. Dice color now defaults to "dice-blue".
- added support for displaying missed attacks via 3D dice as well.
- Retooled the handout window for PC's such that a Player will have access to the Handout window via the main menu so long as that player has handout tabs available.
- Updated the GM Handout "Push" method to properly populate all tabs of valid handouts for the Players who should receive them -- keeping in mind the new psuedo-persistent handout window option for players (see above)
- Fixed issue with the Ace editor panels not closing fully after using them.
- Fixed token drawing issue and border scale when zoomed. Clip is now properly clipping damage areas and border lines are not expanding when zoomed in.
- Added live update functionality to the elevation bump and toggle decision. This results in a nearly instant update of vision and elevation on the connected players.
- Updated Heal/Harm and CreatureView to use the newer, faster, updateCreature option.
- Cleaned up tooltips which contained base64 encoded images. these are now trimmed from the tooltip so as to prevent the display of a broken image icon. Note, this issue is inherent in Java 8/Swing and not a D20PRO issue.
3.7.9 RC15
- Not all movement and refresh actions are working updating consistently. We're debugging and correcting, however, when running a game in the Beta, please communicate with your players to ensure they're seeing the same thing you are.
- Sounds are not playing for movement out of initiative at the moment.
- Player movement is playing two sounds instead of just the movement step sound.
- Connection queuing isn't fully operational yet. For best results when connecting, coordinate with your fellow players and take turns connecting to the host. If you end up in a super long initialization process and this isn't your first time connecting, you might have gotten into a loop of reconnects. This will resolve itself, but you can also just close D20PRO and re-launch to reconnect.
- The last creature to move when initiative ends keeps it's trail. Moving the token will remove the trail out of combat.
- Disabled and removed (visually) the custom Critical handler as it's not ready for release yet (was visible in the Options panel in some screen shots and videos we did during development).
- The 4th edition D&D update isn't properly syncing the saves and custom defenses unless the character sheet is opened and closed. This needs a watch/manager to update the custom defense values when the related values (in this case, saves) are altered.
- Updated JxBrowser to 7.3c (codec edition)
- Remove the "Hello There." on the Hurt panel... yeah, that's been there for a bit as a reminder to do the following...
- Renamed the Hurt panel to Damage so it's first letter matches it's key press of 'd'.
- Added a "Use Dice" option to the Heal panel. Selecting Use Dice enables a dice tumbler for rolling for healing. The rolled results are rolled for all selected creatures once.
- Fixed bug where sound was playing for movement whenever a token was clicked.
- Restored standard out of combat movement trails for now - auto-clear on token release. The plan is to gate the persistent trails behind an option after 3.7.9 releases.
- Added stubs for handling various critical hit resolution types. Started work on UI and class handlers for the various types.
- Vastly improved render performance by moving the main rendering system from a pure CPU-bound buffered image layer to a hybrid buffered image solution with a volatile image renderer. This provides GPU acceleration along with several other benefits.
- Fixed a bug which was causing players to draw lights twice for every visible light source.
- Fixed a bug which was causing lighting to be calculated across all maps for all creatures currently "active" in a campaign.
- Fixed a bug where Easy Fog of War drag select wasn't working to Show/Hide fog of war blocks.
- Fixed several issues with the 4th Edition Dungeons & Dragons rules calls providing basic access to sync saving throws with a set of custom defenses (allowing saves to be targeted as Armor Classes -- i.e. defenses)
3.7.9 RC14
- Added Dev tool access to the JxBrowser components via web page accessible at localhost on port 9222
- http://127.0.0.1:9222
- This should help web-extension and character sheet developers access the console log without having to inject the log into their page-UI.
- Fixed bug with remote login from RC13 -- the success/failure states for connectivity are now:
- 1) Success! Welcome Player, you're logged in.
- 2) You failed to login due to the logon queue being full. Please try again. (Click 'OK' to re-attempt connection)
- 3) You failed to login, but we can auto-retry so we're just doing that -- Please wait...
- Fixed issue where the HTML View character sheet was not disposing of the browser instance on close. This could cause an excessive number of browser instances with various cached states of the character -- this has been fixed so closing the HTML Character view also closes the browser instance.
- Updated the Character Sheet (5e) HTML example with the current mechanics for editing and access creature template data
3.7.9 RC13
- Added Exclude Caster from effect toggle to the feature effect nodes. When active, the caster will not be added to the target list even if the caster is selected manually or covered by a game template.
- Added fall back export which should handle unresolved encrypted content.
- Removed debugging lines from broadcast and elsewhere in prep for final release.
- Fixed issue with map ping mode persisting when other modes were selected. Ping mode is now canceled when a mode with a map instrument is activated. This includes attacking or targeting with map templates in addition to entering any other top menu mode such as Fog of War, Tile or Ruler.
- Added re-broadcast to GM for map-pings and changed the ping shape to a circle rather than a rounded rectangle
- Added toggle to enable the active creature mouse reticle. This tool will be expanded to provide context based actions for a selected creature as we move forward. In the meantime, it is an interesting visualization of the mouse and map update speed/response times.
- Added checks to prevent recalculation of light when the light hasn't moved.
- Fixed issue with lights not redrawing on window size change for both fullscreen and windowed modes.
- Updated login procedure to include retries and connection cycling.
- Updated ownership to auto-assign ownership to the GM when an assigned player isn't available
- Myriad minor bug cleanup and log updates.
3.7.9 RC12
- Fixed issue with re-broadcasting end-point movement to the moving player. Since this movement is forced out by the GM, the moving player was getting a stuttered movement on more than one occasion.
- Fixed issue with PC light pattern rendering not matching the GM view. Color, intensity and pattern are all matched now between the GM and connected PCs.
- Fixed issue with left click deselect not clearly movement trails for the GM. This now works identically across the PC and GM views.
- Updated movement trail refresh to only persist for the active token while in initiative. If another token is moved by the GM during an init turn. the movement trail is cleared (on the PC side) upon token release. On the GM side, the non-active tokens movement trail can be cleared by left clicking anywhere on the map which is not on a token.
- Updated auto-fog of war reveal on token and light movement to work with the new "real-time" movement methods.
- Added a broadcastMap to the core DM thread allowing for faster map data updates without the burden of full game model data. This is used heavily in responsive fog of war updates.
- Added a real-time fog of war region visibility toggle to the Host. The GM is now able to toggle regions on and off without pushing the update to the player side. Creation or editing of regions still requires a manual push to send to the players.
- Fixed issue with tokens larger than 1 grid unit being moved with an odd offset.
- Added ability for the GM to set the Base Event Dice for their game system. Allowing for non-d20 based event resolution. Right now, this is a global setting which replaces attacks, skill checks and the like.
- Fixed issue where the GM could not move a token that was not active during initiative. This also resovles the issue a connected PC could lock a token in place by selecting it (when visible).
3.7.9 RC11
- Fixed issue with networking ringing on movement. Reduces remote view stutter during movement.
- Fixed issue with +/- zooming not redrawing the grid.
- Fixed issue with repeating tooltip after tooltip activation.
3.7.9 RC10
- Fixed issue with PC tooltips not displaying due to wrong creature object casting.
3.7.9 RC9
- Fixed issue with realtime update networking and de-sync. It is still possible to overload the system; However, the GM can cancel the incoming data stream from a player by pausing the game updates (pause button at the top of the screen.
- Fixed issue where GM owned tokens were not passing light tethers and so the player was not seeing lighting move when a GM controlled creature moved.
- Found the PC was processing every light twice and fixed that. Should help to speed up the PC experience even further.
- Fixed issue under new lighting and movement model where private lights were not showing on either the GM or PC based on ownership. Non-public lights now do the right thing on both side of the fence.
- Added debug visualization for light impact on fog of war regions (DM only). This is intended to provide some insight into the way fog of war regions and lights interact for internal debugging, however, it may prove interesting to others, so I've added it to the developer tab in options.
- Overhauled vision and lighting for both advanced and easy fog of war. We should see a marked improvement in vision resolution.
- Added a "Visibility" value to the GM tooltip text for creature. Hovering over a creature will now show it's visibility state as either Invisible, Visible or Dynamic.
- Wrote additional helper transport methods to speed up transactions for turn advancement. The PC->GM->PCs round trip on turn advancement was running way too slowly. The new methods reduce this time to under a second from PC click to PC update. Mileage will vary based on network speeds and the like.
- Add a center map button to the top bar next to the broadcast button. Broadcast sends the game and map without centering the map on the PC side. The center button, centers the map on the PC side to the GM view.
- Replaced the map ping icon with a new one. This old icon has become the centering button.
- Restored the video map update timer so videos play back again.
- Added a video quality control option to the General tab of Options which lets control the resolution videos are rendered at. Quality levels effect the resolution of the video render at various zoom levels.
3.7.9 RC8
- Internal *
3.7.9 RC7
- Fixed issue where lights were not rendering when no fog of war regions were present.
- Updated lighting to check for light bounds being off screen -- in which case it will not attempt to draw the light.
- Fixed issue with token borders being drawn incorrectly (and other things as a result) in free-mode.
- Fixed issue where exiting a console mode occasionally persisted the mode or entered the mode again.
- Fixed Draw tools such that drawing in free mode now correctly scales door shapes. Doors are still limited to 90-degree layouts.
- Fixed issue with roster not showing images for tokens on maps which have not be viewed yet.
- REMOVED rotated token images in the roster -- this was an expensive process (graphically) which added only a little to the experience.
- Restored token image rotation on the map view.
- Disabled the on-screen notification of "Waiting for GM" between movement requests. There is still something that is taking extra time when enabling and disabling blocking that adds about 3 - 5 seconds to the experience -- which is not necessary.
- Fixed various token related free-scale drawn elements on the Player side so they match the GM side.
- Updated the animation loop so it only runs when the current map contains a video URL background, weather layer, or overlay.
- Updated a ton of the network model to provide a faster movement experience for players and GM's. This is a big change and I expect there to be a few bugs as a result of the changes (some of which we already know about). See below for more details.
- Fixed issue with lights being visible through un-revealed fog of war regions.
- Added simple left click action to clear movement trails while not in combat. While in combat mode, movement trails are cleaned up after a creatures initiative is over.
3.7.9 RC6
- Fixed issue with tokens vanishing when they approached the edge of a map (oops!)
- Fixed issue with token edges being inverted when detecting off-screen behaviors.
- Updated token drawing process for both Player and GM to optimize for redraws when using openGL, D3D, or java's native software renderer. OpenGL is by far that fastest. You can force OpenGL rendering by adding -Dsun.java2d.opengl=true to the java executer line in either the batch file, the shell file or just launch the application and if we can find your GPU, we'll attach to it with OpenGL active.
- Removed UIN option from the extensions tab and replaced it with a selection from the active map solution. To open an extension in the context of a specific creature, simply single click on the creature on a map and then activate the extension while the creature is selected.
- Added selected creature name as a tooltip to the extensions tab for reference. Changing the name of the tab breaks on reload currently.
- Modified the Place Game Template action to pre-pend a selected tokens name as the owner of the template. This is mainly to help differentiate 20' bursts or such from one another.
- Updated the Game Template labels such that they are user editable after they've been placed allowing for templates to have custom names.
3.7.9 RC5
- Optimized lighting and polygon collision detection in Advanced fog of war enabling vastly speedier fog of war, even on particularly large or complex maps. There is still some issues with lights at 120' or higher. However, a further optimization pass is still possible to remove some additional polygon checks which are being made on these larger light sources.
- Removed Owner and Tether from the Draw Tools->Fog of War->Lights table. This vastly speeds up the light display. We will need to investigate the tethering fetch process to see if it's possible to speed it up in the long run.
- Disabled light gradients by default. New lights created from the right click menu and from the creature menu will be created with gradients disabled. This is to prevent the shadowy illumination zones from creating darker regions when they overlap. We are investigating better blending technology to make 2D light overlaps more realistic, in the meantime you are welcome to re-enable gradients for your lights on a per-light basis (via them light panel)
- Pathfinder 2 - added support for the Force Bonus Spell override (GM Option) otherwise rules return 0 bonus spells based on ability modifiers.
- Overhauled tethers to re-add support for tethered lights which move independently of the owner (think arcane eye, fairy fire, etc.)
- Updated the polygon processing for shadow mask creation to skip polygons which are outside of the view range of the current view port. Again, since shadow rendering is now happening on the PC side natively, we no longer need to have the GM process everything and pass it as an image mask (for the whole map).
- Restored transparent background options for the webGL dice roller.
- Attached most die types from the Core Dice to the 3D dice roller. To use this feature. select a creature on the map and click on an option to roll dice from the Core Dice or Custom Dice panels. Dice currently implemented are: d4, d6, d8, d10, d12 and d20. D100 has an error when handling 90's values which I'm working to resolve. Other die shapes will be added in the future!
- Added a developer control panel for the PC and GM which provides toggle access to experimental features. Additionally, the developer panel provides the PC with a quick access button to open the active campaign folder in the Player folder
- Further optimized lighting and token drawing to reduce draw time on the main map.
- Moved the D20PRO Guide from Reference to a default tab in Extensions
3.7.9 RC4
- Fixed Pathfinder 2 Training bonuses for Attacks and Skills.
- Fixed issue with Discord not recognizing the browser version and refusing to allow voice/video communications
- Updated the Alt+Q player view (GM/Host only) such that it now also works for Easy Fog of War mode
- Fixed an issue which was preventing the player from seeing the Saving Throw node options when editing a spell or feature.
-
Added basic functionality to support user configuration of fog of war region outlines (GM-only)
-
(not) Moved the D20PRO Guide from Reference to a default tab in Extensions
- (not) Added basic browser controls to the Extension tabs (right click menu for forward, back, and reload)
- (not) Removed UIN option from the extensions tab.
- (not) Investigate and fix issue where exiting a mode toggle either tile editor or fog of war mode...
- (not) Investigate and resolve GM sluggishness with multiple lights on large, dense FoW maps.
- (not) set template name re-nameable; add auto append caster name to caster placed templates; Provide auto-owner naming of a template by token-on-map selection
- (not) migrate "decisions" to pop up floating window(s). Main window should use a look and feel similar to attacks where each decision is a tab with a tab scroll for stacked decisions. Click "Expand" will open a new window for each decision expanded. Within each expansion window, multiple elements create tabs similar to the parent window. Clicking okay on a expansion window, resolves and closes the tab leaving any remaining tabs. when all tabs are closed, the expansion window auto-closes as well and enable "ok" on the parent decision tab in the decision window.
3.7.9 RC3
- Upgraded to production JxBrowser 7.1c
- Updated and re-wrote sections of the JxBrowser/D20PRO implementation to support cleaner java->javascript bridging and ensure that shutdown cleans up the Browser Core processes created by the application.
- Added Alt+Q toggle key to enable Player Fog of War view on the GM Screen. Great for Fog of War crafting and much, much more!
- Updated markers to not show a mouse over pop-up on mouse over if no description is set. This lets you hide that a marker is a marker until you want to share/toggle it -- great for secret doors, traps, etc.
- Fixed toHit bonus for all... (non-PF2) (done btw)
- Fixed Extensions do not appear to close their browser session when the tab is closed -- investigate as this might be related to the abandoned chromium sessions!
- Fixed issue which was causing the application to fail to close under JxBrowser 7.x when the Reference panel had been opened.
- Disabled mandatory networked version check -- version checking is now re-enabled from the User Home area
- Disabled the PSA on application launch and removed the User Home option to toggle it on. the PSA was closing the javaFX thread which manages Chromium and then it could not be used/initialized for the table top later. the PSA will get moved intro the application proper in the next release.
- Restored the list update method for filtered lists (Traits, Pools, Features, etc.)
- Temporarily removed the Guide from the Reference panel as it was causing chromium to trip on application exit. Will investigate and restore before going to full release.
3.7.9 RC2
- Restored animated gif creature token support.
- Updated the tile editor scale options to be a range from 5 - 300 with increments of 5.
- Fixed bug with tile placement in free-mode not scaling by the grid scale factor.
- Fixed a re-centering on connect issue when using the Options Panel's "Broadcast game to players on connect" option.
- Fixed issue with legacy maps causing duplicate creatures on map open. This was due to the need to upgrade the creature template to the new format and not clearing the temporary copy used to cleanly make the transition.
- Fixed scaling of map markers and map marker footprint in free-mode.
- Added method to attempt to recover missing marker images for older maps (mostly marketplace and legacy versions of D20PRO) by the marker image name. This allows for updated images to replace the missing images however it can lead to some confusion if the marker name is ambiguous.
3.7.9 RC1
- Fixed the free mode create light functions for creature, map and draw tools.
- Added preference to save the show connected players list state in the game log.
- Added ability to edit custom dice entries. Note, editing re-orders the list currently. We'll add a proper editor for this in a future release.
- Fixed a bug with the new networking which was causing reconnects to never fire (when the host closes or the network drops).
- Added selected map name to the game title header (GM Only)
- Fixed issue which was causing the map zoom and scale to recenter the GM view whenever a player connected/reconnected.
3.7.9
3.7.8.7
- Fixed errors in card html5 example
- Fixed error with PSA not loading due to jxbrowser being called before we have an running session to track browser sessions.
- Fixed issue with status markers not showing up post recovery.
- Reimplemented additional status bars for Starfinder (Stamina and Resolve points).
- Revamped the status bar system to allow for adding custom tracked trait names to a list in the Options->Rules tab. The current comma separated list is a temporary solution while I work on UI for adding entries with a trait selector and a tracking direction (full bar when fully charged, or empty bar when fully charged).
3.7.8.6
- Fixed issue with player movement not triggering template effects outside of initiative. this is not resolved so traps, checks and other events can trigger decisions on the GM for regions entered or exited.
- Reworked the shortcut F# keys:
ALL F1 - Guide
GM F2 - Broadcast Game and Map (sync center and zoom)
GM F3 - Broadcast Game and Map (does not sync center and zoom)
ALL F4 - Pause Updates
GM F5 - Fog of War mode
GM F6 - Tile Mode
GM F7 - Zoom to 1" scale
ALL F8 - Fullscreen mode
GM F9 - Quick Save Campaign
GM F10 - Quick Save Map
GM F11 - Close and Save Map
??? F12 - (not used yet)
- Fixed a bug with broadcast updates which was causing map re-centering 100% of the time.
- Fixed issue with player not being able to open the HTML Dice roller and/or card demo.
3.7.8.5
- Work on hex grid overlay is underway.
- Updates to the spell caster templates to support PF2 caster types.
- Updates to the PF2 Rules jar to support Sorcerous bloodlines.
- Added ability to extend Attack's Mod column UI via Rules. For PF2, this allows selection of proficiency.
- Updated the theme names and selector order.
- Added a default reference which simply points to Google.com and the D20PRO Guide (called Guide) -- this ensures that new campaigns always have access to the D20PRO help guide and FAQ as well as a search engine backed reference source.
- Cleaned up javafx thread calls.
- Added empty jfxpanel to the main application thread to keep jfx threads alive during application run. Closure of this thread was causing various panels and utilities to fail across the board. [Update] Hack removed! and JFXThread persistence added properly via Platform management option in core app thread.
- Updated the JxBrowser screen cap feature and video/url layers for video backgrounds, weather, and overlays.
- Lots of work on the pathfinder 2 rules jar.
- Fixed issue with RPC port and SRD jars which was causing odd behaviors when 4+ players connected to a host. Full 32+ player support is back in action.
- Updated some network update behaviors. they should be fine, but we'll have to test more thoroughly before deciding!
- Rewrote broadcast engine to use a threaded model. this breaks the "Blocker" views which would show pending transactions. however, it speeds up the networking as all players are broadcast to simultaneously. Blocker will be restored in the next build.
- Updated the Broadcast button and F5 (Broadcast key) to do the same action of both syncronizing AND centering/zooming the Map to match the GM's view.
3.7.8.4
- Map from URLs are not showing the preview during creation, this does not prevent the map from being sized and created however. We're working with TeamDev (JxBrowser) to correct the issue. Keep in mind that you can alter the grid scale and map offset after creation from the Map Properties panel. This is important for this bug as it lets ULR Maps work while we wait for the bug fix from TeamDev.
- Additionally status bars on tokens is current disabled as it was impacting map rendering performance. We're looking into a alternate ways to render the additional data and bring that functionality back online.
- Extensions and script bindings for some data types are current not working as intended, this is a side effect of the 7.x update to JxBrowser -- we have open tickets with TeamDev and are working to resolve the problem. If there is not a solution from the TeamDev side, we've got a few options to work around the issue by building an interpreter which would let us make internal calls with various data type return values in a javascript friendly way.
-
The new RabbitMQ networking is not ready yet. As a result Sessions and non-TCP/IP options are both disabled for Player and Host (GM).
-
Added basic support for animated gif tokens
- Added support for color selection per fog of war region
- Updated and correct Full Screen support via the F11 button.
- Updated JxBrowser to version 7.0 with media support (massive update -- keep an eye out for any issues with extensions)
- Added a version update checker to the User Home (page after initial login on the launcher)
- Added a toggle to turn on/off the PSA to the User Home.
- Added elevation concept to Lights and Fog of War objects.
- Added label display system to Fog of War objects.
- Updated video playback renderer to loop selected videos background source.
- Fixed bug with visibility toggle not showing the a translucent token when toggled to invisible/dynamic.
- Added system status messages to the game log for visibility toggles from both the alter menu and v-keystroke.
- Restored the Starfinder RP/SP visualization on the built-in character sheets.
- Realized the player options panel didn't have access to "Themes" -- fixed that, now players can have themes too.
- Updated bundled Java to J8.211
- Restored map bounds enforcing/release for token movement.
- Updated ACE editor for script engine.
- Added toggle to enable Experimental Blockly Script Editor -- this is non-functional at this time, but stubbed in for testing.
- Set default launch behavior to use "Oversized Interface" which adds easy-to-use drag handles to the lower right of each in-app panel.
- Added Font Selector to the Set Chat Font... and Set User Font... options. To add custom TTF fonts to your session, open your JRE/lib/fonts folder (either in D20PRO/jre/lib/fonts or D20PRO/data/jre/lib/fonts) and copy the new TTF fonts to this location. The next time you run D20PRO you'll have access to your new font selections!
https://fonts.google.com/ is a great free font resource loaded with fonts which look good at various resolutions and point sizes.
3.7.8.3
- Added basic support for animated gif tokens
- Added support for color selection per fog of war region
- Updated and correct Full Screen support via the F11 button.
3.7.8.2
- Updated map render speeds
- Added more verbose network debugging logging for connection issues.
- Updated the character sheet stat block renderer to properly support ability sets of 1 to n numbers. Stats are still defined as integer numbers however.
- Fixed bug in PCGen importer which was preventing import of creatures with an unknown class name attached. The unknown class is added to the library as a default d8 hit die class but can be updated manually via the rules library after import.
3.7.8.1
- Added graphics blending mode to the Starfinder Rules handler for drawing the Stamina Points bar.
- Added a retry handler to the initial campaign access method for player connection. this retry allows three attempts to connect to a campaign before failing (TCP/IP).
- Added a custom color handler method for the Rules API which will allow for adding additional Theme options to a given Rules Set (Example, Starfinder Stamina Bar color selection).
3.7.8
- Fixed bug with dice mechanic errors on damage type removal in attacks.
- Added a Rules option which limits movement by map bounds, or not. Combined with sticky tiles, this change will allow GM/DM's to stage encounters and other actions beyond the map bounds. Note: to prevent a player from seeing what's going on out there, you'd still need to pause/unpause the broadcast AND use a fog of war region (mask or easy FoW) to hide the view of tokens.
- Updated various tools to allow targeting and selection out side of the map bounds.
- Added new themes to the themes display.
- Removed the non-functional opacity selector from the theme background color area.
- NOTE: Easy Fog of War on Free movement maps can be very burdensome at this stage. We'll be working to steam line both the free movement mode AND the easy fog of war options to speed up that combo in the next pass.
3.7.7.5
- Add a themes tab to the options panel which includes the ability to automatically update the look-and-feel of panels as changes are made.
- Found issue with roster token drawing where tokens were being redrawn repeatedly from various sources. This was resulting in a significant slowdown in the UI. The various methods have been merged and managed such that only one draw call is used to paint the tokens in the roster now.
- Reports of options not opening for folks in the last build. Issue ended up being related to player preferences which are built slightly differently than GM prefs and did not handle null/missing values as gracefully.
- Added auto-detection of screen size and resolution to pre-populate the zoom-to settings on the General Options Panel.
3.7.7.4
- Removed the Heal SP button from the GM creature view and replaced it with a ratio area for Resolve Points. Heal SP is still available under the GM context menu "Rest->Stamina Points".
- Fixed issue with health bars not showing up for standard systems.
- Fixed issue with tethers and attachments not being properly shown in the lighting panel for selected lights. This was disabled during the speed fix as a part of this system was responsible for the excessive slowness. The solution is to have the lighting list not show tethers and owners, however, you can still click the focus icon to center the map to the lights location. Editing the light will properly show you the token ownership and tethers (attachment) for a given light.
- Fixed issue with game log not scrolling to the bottom on initial launch/load. The updated behavior auto-scrolls the gamelog to the bottom on an entry.
- Fixed issue with space and reach on free grids allowing for these units to be scaled correctly when switching between grid modes.
- Fixed issue with free grid snapping range/radius is not mapping correctly in various modes of the Fog of War system.
- Updated the Paint system for fog of war to scale correctly when in free grid mode.
- Applied basic scaling updates to the draw tool (wall/door) for free grids. Doors need some work still, but the basic concepts are in place!
- Added a Themes selector to the General Options panel. This selector lets you choose from a limited list of window frame themes and is the start of a fully customizable theme system. Currently you must restart the application to see the changed theme.
- Added Rules based theme options to the Rules API allowing for background panel selection.
3.7.7.3
- Fixed issue where status icons were not appearing unless you toggled the show status option at least once per session.
- Changed default failure behavior when loading missing markers from showing a red circle object to showing the first Marker Icon available in your marker DB.
- Added behavior for Starfinder to show Stamina Points along side Hit Points as a health overlay.
- Changed the default Map Creation method from Free Movement to Snap. We will add a global control toggle for this in the near future.
- Set map properties editor for changing grid mode to always use "NW" orientation for changing the grid scale/mode.
- Fix issue from 3.7.7.2 which caused lights to not recalculate during some automated zoom actions.
- Set the default memory to 2048 MB (2GB); changed memory increments to 1024 MB (1GB).
- Updated Starfinder template!
- F8 zooms the map to a particular scale (defaults to 1920x1080 @ 20" ) and centers the map. This is particularly handy when swapping between free and snapped grid sizes which can cause the map to appear to disappear, however it is really just very far off center. It is also handy for quickly pulling the map to a decently tight view point on modern monitors.
3.7.7.2
- Fixed error which was flooding logs when using custom audio files for customized sound effects
- Found issue with ER was related to a feature we hadn't implement fully yet. Healed By and Bypassed By. We've updated the ER system to support the healed by mechanism such that ER damage from a source of the correct type results in the correct damage/healing. Bypassed By is not 100% implemented yet and neither system is applying to physical attacks at this stage.
- Updated serialization method to use apache commons rather than PubNub base64...
3.7.7.1
- Fixed issue with visibility toggle for tokens not showing a shaded creature or item.
- Found issue with grid rendering causing slow downs in map zooms. For the time being, I've disabled grid showing for the Free Grid map model. This resolves the issue as we can use the original grid renderer for snapped grids (1:1). We will be updating the grid painter with multiple grid options soon and will restore free grid painting then.
- Found issue with items and the damage dice calculations causing conflicts and table errors. I've fixed this broadly, and will need to circle back to re-implement the "equals" operators for damage types on items.
- Due to a change in Chromium's context sharing we were failing to launch multiple instances of D20PRO in the last release. We've updated the the cache directory generator such that context is cached using a timestamp method.
3.7.7
- Fixed issue with slow refresh time for the Light Mode view.
- PCGen importer updated to support PCGen 6.08.00 RC4.
- Free and Snapped grid options when creating maps.
- Lots of Map Template and lighting updates to support the new free and snapped modes.
- Improved CPU utilization and threading for javafx functions across all platforms.
- Updated video player for motion maps (Windows / Linux only; Mac still has some issues to work out). The new player can can accept standard YouTube share urls.
- Updates and Bug fixes to Starfinder, Pathfinder and other rules sets (API) builds to support better attack resolution handling.
- Removed PubNub and Lobby support for now, pending a new system which is not as costly and offers better services -- see https://d20pro.com/2019/02/21/d20pro-lobby-networking-temporary-shutdown/ for more details.
3.7.6.3
- Fixed issue with unset ZoomToScale (F8) results so as to not throw errors.
- Fixed issue where new grid painter wasn't repainting grids on ZoomToScale usage.
- Fixed issue where right click menu wasn't opening until after a map ping color was selected or forced.
- Lots of updates to the PCGen importer to support the 'csheet_fantasy_generic_export.xml' format. Spells, Traits/Feats and more are now properly handled by the importer. More improvements are in store as well.
- Fixed issue with spells lists occasionally generating nulls. This was causing caster sheets to take a very long time to load and impacting access to spell editors.
- Improvements to manage Mac CPU utilization, not complete, but definitely moving in the right direction.
- Removed the PubNub lobby from this build as the fees to continue use would require moving to a monthly subscription.
- Initial Steam services integration, again, not complete, but moving forward. Steam will be the replacement secondary networking option in place of the PubNub lobby.
3.7.6.2
- Update JxBrowser to version 6.23.c EAP with video codec support.
- Updated the Map Ping right click menu to enable color selection for Ping Mode. We've preserved the Ping option on the right click menu as well. This allows for instant pings and ping mode pings.
- Build a new video player using VideoJS which allows for finer control of playback including audio muting and play controls.
- Fixed issue in features where roll-each-time was not re-rolling saving throws for effected targets.
- Fixed issue where target caster was only rolling saves for the caster when other targets were added.
3.7.6.1
- Fixed issue with imported products incorrectly pushing creature classes to the creature library causing both to fail.
- Updated token labels to provide proper color selection when a token's border is set to "No Border". Previously the color was being auto-generated by border color, when no border color is present, the label colors were also empty (alpha zero).
- Fixed issue with iterative attacks and feature/effect mods to hit and to damage. These mods are no applied correctly and, in the case of to damage, can be affected by resistance and DR.
- Added method to set up a map (new) with a Units Per Cell value allowing for greater granularity in movement. A Unit is a subdivision of a Grid Cell (Grid Unit). For instance, a Units Per Cell value of 10 would result in a Grid Unit which is 10x10. If your Grid Units are 5ft squares, crossing 10 Units would result in 5ft of movement.
- Added Resistance to 3.5, Pathfinder, and Starfinder conditions.
- Updated the Game Tool templates to support the new grid scaling options.
- Burst tool updated to support free grid format.
- Line tool now omits the starting cell and starts the distance count from the surrounding cells.
- Cone tool totally re-written for speed and ease of use as well as updated to support the new free grid map format.
- Box, Square Burst and Square Blast templates updated to support 1:1 and 10:1 grid scaling.
- Fixed error on Help button press, from a user standpoint, there was no issue, but we were polluting the log with out-of-date error issues.
- Fixed toggle for reveal status icons so the check box does a simple on/off for show status while the combo box allows granular control of the "on" state.
- Added Map Ping toggle button to top left menu (target icon) which, when toggled, allows for left click ping actions on a map. Currently the ping is only configured in red via this button. Later we will add options to change the color.
- Updated scaling for initiative indicators to support new grid modes.
- Updated scaling for ping tool to work with both grid scales.
- Found and fixed UIN issue where UIN collisions could occur when maps were opened with tokens and other UIN'd objects on them. Apparently the sanity checker had suffered a lapse and needed to be put back on it's meds.
- Updated ruler look and feel to support new grid mode
- Fixed range display for Creature Attacks on the new grid mode
- Updated animation playback scale to accommodate new grid mode
- Fixed issue with physical attacks not resolving DR! Your game just got that much harder for your players!
- In the spirit of duplication and customization, have no completed the move for attack row resolution to Rules
- Fixed an issue with lobby names allowing quotes and special characters -- really?!
- Fixed issue with vulnerability applying the 3.5/PF default 1.5x damage instead of a the full 2x damage for 5e.
- Fixed visual bug in ACs where deflection and dodge were pulling from the same source on the character sheet.
- Fixed issue with dodge bonuses being applied to flat footed AC's when the target is denied a dex bonus.
- Fixed bug where domain spells were not pulling from the rules library when casting from 3.5/pf style casters. Spell lookup now uses a secondary check by spell name in the event we cannot determine the casting spell slot (such as with domains).
- Changed the item-on-creature export policy to allow export of encrypted items attached to a creature. The decision is based on the way that items operate -- they are effectively data entry + pointers to rules. In the absence of the supporting rules library elements, the item will just be data entry and representation. When the rules are present, the item would assume the correct functionality. This will help greatly with creature portability between campaigns and such.
- Updated Rules for all game systems to accommodate the updates to element and damage reduction handling.
3.7.6
- Update video template to justify video placement and scaling from the upper left corner to lower right. This allows for proper placement of a video based on the map creation tool where as the centering via css/javascript was causing all sorts of odd behaviors!
- Updated the video player to playback YouTube, mp4 and m4v files hosted from various locations. Other video sources are still in progress.
3.7.5.12
- RC1 Release
- Campaign Templates updated for all currently supported systems.
3.7.5.11
- Updated copyright notice in about for 2019
- Updated text for hover/tooltip option in Options->General
- Updated StarFinder rules damage multipliers by type
- Updated attack/damage row handler for damage resolution so that each rule set can handle it's own ER/DR rules directly.
- Updated attack/damage row calculations to allow for ER/DR remainders to be applied to damage for 3.5/PF(esk) systems.
- Fixed issue with PubNub where PubNub was data-throttling our lobby service based sessions. This should no longer be an issue!
3.7.5.10
- Fixed issue with marketplace version number not working with certain builds of D20PRO
- Fixed panel refresh and light refresh issue.
- Added light image mode compatibility check to PC view renderer. This vastly speeds up performance for PC and GM alike.
- Trapped repeat instances of light image recreate events which were causing UI and fow to trip.
- Found issue where 3.5 based games were not showing the lighting panel in Draw Tools. This is now fixed!
3.7.5.9
- Somehow I failed to record these updates. My apologies. Most of the changes at this point were stubs for future changes so they're less interesting at this point anyway!
3.7.5.8
- Added 'gameLogToken' accessor for Javascript log building. this enables the usage of the showDice() method which is controlled by the show/hide roles button (upper menu) on the GM screen.
- Temporary fix for panel lag when accessing lighting. To avoid the pop-up panel lag issue, please do not use the video backgrounds or weather foreground options for the time being.
3.7.5.7
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Found that new campaigns based on campaign templates were coming up with the pause state active. To resolve this we added the following:
-
Visual feedback that the update state is paused on the PC side -- unfortunately this only works after the initial connection as it requires the PC to have sync'd a map state.
- Fixed initial sync of the pause (coffee break/mug icon) on the GM toolbar
-
Fixed issue with auto-broadcast disabling GM Pause on initial connection.
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Fixed error where create map image was not cleared after creating a map from Video source. All create map functions are operational again!
- Added functionality to lights to allow for individual lights to have blend effects applied to them. Currently the blend effects use a single alpha value for all effects on a given light source.
- Continued adding in-line support info for the Light Editor panel in the form of hover text/tool tips.
3.7.5.6
- Additive lighting for light blending.
- That's actually enough to get an instant version bump in my book.
3.7.5.5
- Fixed issue where classes were not being fully represented in the class library.
- Updated player view to allow player lights to move with the player and reduce broadcast time for movement and visibility update in revealed FoW regions.
- Modified the marker UI to split description into it's own tab.
- Replaced Marker description editor with new HTML5 WYSIWG editor. If it passes testing, we'll move this editor into place for traits, scripts, etc.
- Continued work on the video player support for nonyoutube playback -- still a work in progress!
- Split networking updates into two categories, map and game. Game updates are things like movement and creature changes and are very fast; Alternately, Map updates are things like FoW mask reveals (toggle to shown vs hidden) and require that the entire mapstate by sync'd between all connected players. This can take a few seconds to complete. As a result, we've added a blocker taskto the GM view when pushing the heavier weight update which clears when all the players have successfully sync'd.
- Initial updates to the ER/DR resolution calculations is in place for attack actions, however, there are still some cases that need testing and refinement.
- Update markers to use proper html rendering allowing for images embedded in tool tip (mouse over).
- Fixed extra space above/below marker descriptions in tool tips.
- Fixed extra space above/below box text when pushing from marker to game log.
- Updated the Pathfinder rules to allow bards to remain useful and cast spells.
- Updated the Pathfinder and 3.5 (variant) rules to properly calculate 2-handed, off-hand and other damage types and multipliers.
- Updated light context menu to include duplicate, enable/disable, public/private and delete. When a light is duplicated through the context menu, the duplicate is enabled by default.
- Updated JxBrowser to support OSX Mojave.
3.7.5.4
- Moving right along...
- Updated Pathfinder 2.0 Playtest rules for clerics and others to support 10th level spells, domains, deities and more.
- Updated Pathfinder 2.0 Playtest rules for skill penalties for untrained -- reduced from -2 to -4.
- Fixed issue with creature class template importer which was preventing import of creature class xml files.
- Initial product builder update to include Creature Class Templates directly into marketplace content, nearly complete.
- Updated Creature Class Template Library to always treat classes as unencrypted -- even when loaded from an encrypted, resource (i.e. Marketplace). This allows full editing and syncing.
3.7.5.3
- Fixed issue with trait lists not importing at level 1
- Removed the Range appender for attacks pending feature completion
- Fixed issue with skill bonus
- Updated sync behavior to allow import to Library from trait list on creatures. Uniqueness is determined by Trait Name, Trait Source and, behind the scenes, Trait Type.
3.7.5.2
- Updated speed and performance for motion maps.
- Changed Map Marker description to be a tab of it's own.
- Updated the text editor in Map Marker to the new html5 wysiwyg editor.
3.7.5.1
- Updated Speeds UI to auto-commit an open edited table cell when "OK" is pressed.
- Re-purposed the coffee mug as a "Coffee Break" button. This pauses the game updates to the players while still allowing them access to their abilities, character sheets and such. Movement is locked for players during this time. The game log still functions for communication, but GM token movement and placement is not logged to the Player side.
- Fixed issue with edge objects being visible as black lines on the player view -- this might be causing a gap however, please test and report in if you see this happening!
- Added animated floor URI (HTML) layer to maps. This can be configured in the Map Properties
- Added Weather HTML Layer to maps. This can be configured in the Map Properties
- Added Page Down to refresh HTML layers button (PC & DM) (when no creature selected)
- Added Page Up to mute HTML layer audio button (PC & DM) (when no creature selected)
- Added stub for overlay layer to accept annotation and the like.. this will come in the next pass after the weather and floor layers are refined.
- Settings for offset and warp are available from the Map Properties. These allow the following functions:
- offset - This moves the Floor URL render shape left/right or up/down.
- warp - This contracts/expands the size of the rendered floor URL area along the width (x) or height (y).
- We reclaimed the Coffee Cup as a Pause function for GM broadcasts. When the "cup" is active, movement and token placement are not sent to the players even when the broadcast button is pressed. Deactivating the Coffee Cup unpauses broadcasts allowing for content to be pushed to connected players once again.
- Restructured the html directory in the root of D20PRO (D20PRO/data on OSX) to contain Environmental effects, Tools and Reference folders. These are example HTML content bits for folks who are interested in using the URL toolkits. To share these assets, the resulting pages would have to be hosted online in a location where players and GM alike could access them -- i.e. dropbox, a personal webserver, etc. File URL's can work on local networks, however, we highly suggest against using local file URL unless you're players are also local to the GM.
3.7.5
- Found and corrected an issue where creature classes were not being properly initialized on load.
- Changed Edit and Edit (Native) to more closely resemble the original Edit system. Added a Custom Sheet menu item to reflect the experimental feature.
3.7.4
- Updated the campaign templates to be proper skeletal templates. Full text releases and licensed releases will be available from the D20PRO Marketplace.
- Added fall back base attack in the event a creature is not configured with an attack already. A simple slam attack is added to the creature when an attack attempt is made.
- Added catch for issue with legacy NO ABILITY calculations for attacks and damages.
- Added "-" value handler for creature stats. Placing a - in the Base value for a creature stat will result in the NO_ABILITY applicator applying. Please note, this does not play well with modifiers at this point -- different systems have very different rules for how to handle a null stat getting a stat mod from magic or science...
- Updated the extension and overlay (dice box) systems to provide access to logging and broadcast logging. This is still a very, very early system and does not share state between player and host (GM). That will come down the pipe soon, however.
- Added 'owned' to script options for accessing a list of creatures owned by the current player/gm.
- Fixed lingering bug with feature based attacks and ER processing.
- Identified issue with weapons types which was causing some systems to apply a 1.5x multiplier for ability score bonus damage. Fixed this and moved the multiplier controls to the Rules API for individual system customizations.
- Fixed bug with html parsing post java update. This bug was specific to map markers and is now resolved!
- Found bug with the discord pre-built extension related to UIN's fixed and rolled in!
- Fixed OSX bug related to the SRD modules. The initial guide panel was failing to load which caused the whole system to hang.
3.7.3.4
- Fixed bug with 3.5 derivative rule sets incorrectly calculating saves with feature modifiers.
- Fixed bug with 5e derivative rule sets not properly displaying save highlighting on the creature view/editor.
- More updates to the creature class library -- right now things are in a Work-in-Progress state.
3.7.3.3
- Added the first pass on the Creature Class Template Library -- the core service logic is now in place, however, the editor and GM tools are not ready for prime time yet.
- Lots of bug fixes for performance and memory usage.
- Added right click menu map ping support with color options for both PC and GM.
- Refined segmentation system further, speed, shape retention (at higher segmentation values) and rotational targeting fixes for cones and lines.
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Removed the template drawing caps such that templates can be drawn off the map. this is useful is giving edge-case (map) representations for templates.
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TODO
- Continue to refine the custom sheets system to better enable player access to GM populated sheets.
- Debug custom roller issue on PC side.
- GenCon 2018!!!
3.7.3.2
- Updated map templates to support a segmented-cell mode where selection can occur across a grid-cell (unit) segmentation.
- A global cell segmentation value has been added to the GM-Options->Rules->Unit's section as a drop down supporting values of 1 - 10 where 1 is traditional 1 segment per grid unit, 2 is half cell segmentation, and 10 is 10 segments per grid unit.
- Added per map segmentation values to support a variety of map styles within a given campaign. (not fully functional yet)
- Added custom sheet support for individual creatures which allows each creature to link directly to a remote or local URL for an HTML creature view. This option was added to the "Descriptions" tab of the traditional Creature Editor.
- Added a right click menu option to provide access to either a creatures "Custom Sheet" or the traditional Creature Editor.
- Added an example HTML Rollable table project.
- Updated Script tokens to include gameNative, maps, channels and casterInPlay.
- Updated map templates to store map id and grid coordinate origin values. These are used with scripts to enable moving tokens around as the result of scripted feature effects.
- Added the Creature Class Template library with immediate parity with the existing Classes.txt concepts. The plan is to update the UI and extend the capabilities after an initial conversion from text file to resource library.
- Created github storage containers for the Hero Lab Native importer and for the Rules API.
- Updated several of the core scripts to utilize the new FeatureScriptManager bindings.
- Began work on a new map/layer rendering system which will allow for motion maps, layered map assets and more.
- Added bounding box logic to map templates to speed up collision detection for features and effects
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Updated all templates to be segmentation aware in their cell painting methods.
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Herolab Native Importer
- basic damage reduction is operational
- fixed attack to-hit, crit elements
- attacks are now cross-referenced against items and those weighting more than 8lbs become 2-handed attacks
-
Bug Fixes
- Fixed bug with reoccurring scripted results and triggered features (GM only). Still working on the fix for the player side.
- Fixed bug with map export containing markers. Markers are not exports along side the map and added to the campaign on import if the marker does not yet exist.
- Major fixes to all feature trigger types with complete functionality for On Caster, On Target, On Stay, On Enter, and On Exit. On Cancel is still not properly executing the effect handler for the On Cancel effect, however, On Cancel effects do properly execute scripts and Features to Run nodes -- so not 100% broken there ;)
- Fixed issue with feature library search bar function locking up the app.
- Known Issues
- Lights with image values are not exporting the image when attached to a map. Similar issue to the import/export issue we had with markers. A fix is on the way!
- Templates placed at half-grid intervals are not not triggering feature events yet.
- Segmentation UI does not impact template placement yet.
- Player Rules Options for custom sheets and custom roller (3d dice) differ from the GM version and need to be updated to match.
- Discovered that scripted game log updates do not push to the global context.
- Pushes to the players are happening too often. The GM is unable to stage actions and activity as a result of this auto-push change. SOLUTION: add a preference for auto-campaign push so as to enable/disable the automatic pushing of GM staged events. PC's will still push events to the GM and subsequently to other players via the GM.
- The current lighting model has the GM calculating lighting on the server and pushing back the lighting model to render on the PC side. We need to alter this method so as to enable lighting calculations on the PC side.
- PC events are not triggering events for features attached to templates.
3.7.3.1
- Experimental work on HTML based character sheets, 3d dice roller/box, and updated extensions javascript-java bridging.
- Added two options to rules to allow for dedicated URL's for custom sheets and custom dice roller.
- Custom Sheets url is provided access to the creature template by (javascript) 'window.template'.
- Dice Roller url is provided access to the Game Log by (javascript) 'window.gamelog'.
- Several Hero Lab Native importer updates (still in testing)
- Fixes to attack to hit, crits, and damages
- Refinement to notes capture
- Code reformat/refactor
- Update to properly handle ability modifiers
- Added Esper Genesis Rules test build. This is a pure Rules API test requiring a classes.txt file to be fully functional. If you are interested in testing this system build, please provide a copy of your Esper Genesis rules proof of purchase and contact Owlbear or KrilionGD (via discord) for access to the sample campaign template.
- Notes: There are still a few outstanding bugs we're working through as well regarding map tokens and custom light textures in exported maps. This work is being done in parallel to the experimental builds above, however it is not ready for this release.
3.7.3
- Fixed issue with DR/ER qualities not applying on Attack actions.
- Final update to 5e Campaign Template added.
- Updated windows installers to NOT auto-install to programs due to windows path read/write restrictions.
- Fixed issue with PF Sorcerers having a prepared tab in spells.
- Added the 4E work-in-progress template back to the build. This is still in progress however, so mileage may vary.
- Updated web extensions to use a default UIN when none is provided.
- Fixed show/hide IP/Session ID toggle in Network/App options panel.
- Fixed issues with Pathfinder Sorcerer blood lines as well as various other issues with casters in PF/3.5 and 5.0.
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Fixed issue with improper debiting of Domain spells from non-domain categories.
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Known Issues
- For Mac users, if you have issues with the D20PRO.app, please follow the directions in the Readme.txt
- Pathfinder Sorcerer Bloodline granted spells are granted at the beginning of the level window instead of the end e.x. An Aberrant Sorcerer gains Black Tentacles at 9th level, and the previous spell was granted at 7th. Due to this bug Black Tentacles is granted at 8th level. (Will fix with the class library update!)
3.7.2.15
- Fixed error in extension calling UIN based elements prior to creature views being instantiated.
- Removed wizard (preview UI) from flow editor (wizard UI is not ready/complete at this time).
- Fixed bug with physical attacks (weapons) and ER. We were to aggressively demoting caps on this one.
- Updated 5e template for SRD specifics.
- Fixed crit/hit behaviors for PF/5E and such.
3.7.2.14
- Added ID management to Pools to assist in sync between player and GM inProgress features and pools (items/traits)
- Updated script and rules library syncing to auto-push when a new player connects rather than wait for the timer event.
- Hero Lab Native importer updates:
- HLN saves now get extra bonuses for equipped items that boost stats
3.7.2.13
- Updated lobby and session data info from GM->Options
- Fixed issue with creature merge and creature editing creating duplicates in the passives area
- Minor cleanup of comments and debugging data
- Updates to all templates to align them with core rulesets
- Added bloodline via domain mechanic for PF sorcerers
- Updated PF Rules API to reflect spell caster editor tabs
- Added a temporary creature cleanup routine to the main DM function. Temporary creatures live in a reserved UID space
- Fixed hard coding error in creature class template importer which was capping levels at 20 for traits. Rules API now controls max level for loaded game system.
- Added support for the classes file entry of HitDice in addition to HitDie (as a fail over for a common editor mistake)
- Fixed audio effect for feature based healing.
- Updated 3.5, Pathfinder SRD, Starfinder SRD and 5e SRD Templates
- Added Modern Template based on 3.5 rules
- Hero Lab Native importer updates:
- Known Issues
- Player pool usage is current broken in this build. This means that if a player expends the use of a trait or item, they must manually update the pool on that item and/or trait. This functionality is working correctly for the GM.
- Player access to the GM/Host's Script Library is not working as intended (related to the above bug actually). The result is the visual feed back on features pushed from a player to the GM is incorrect.
3.7.2.12
- Changed login name cloning to not fail if already connected -- attempt reconnect first.
- Added create empty file function to res server in the event the file we're looking for isn't present.
- Updated the pubnub timeout and heartbeat timers to help prevent lag spikes.
- Minor change to attempt to fix player res. file loading issues.
3.7.2.11
- Fixed issue with skills and ability mod math
- Changed over cast color from green to
3.7.2.10
- Fixed bug with On Cancel effects firing on initial feature use.
- Fixed script execution bug for all the things (features).
- Updated dice rolling mechanic for multiply effects -- step one toward full die roll disclosure -- yay!
- Updated auto-migration code to move res/manuallyspecified zip content to the appropriate res/ folders.
- Fixed various issues with lighting radius and rotation (complete).
- Fixed issue with marketplace content and over sensitivity to yeast and capitalization.
- Updated build to handle various library relocations. JxBrowser is no longer a second class citizen.
- Lots of updates to spell prep for the various editions.
- Updated AC Handler to use Rules based max dex handler -- still doesn't like zero as a max dex value on cancel.
- Fixed a IPv4 vs. IPv6 issue with newer networking platforms.
- Updates the Spell Universe system to allow for named array fetching -- will be useful for custom systems in the near future.
3.7.2.9
- Fixed issue with some skills applying a -5 penalty on launch from creature view and/or skill decision
- Updated launcher behavior for GM's using the lobby to encourage proper session selection
3.7.2.9
- Space is vast, so we uncapped your creature footprint (facing) to match it.
- Fixed a minor rotational bug related to lights -- light rotation is CCW.
- Fixed the roster flickering on specific scale changes -- solution was to force scroll bar at all times.
- Fixed build issue with jxbrowser libraries being omitted on all builds.
3.7.2.8
- Fixed light rotation and angle math.
- Updated map instrument text for lights.
3.7.2.7
- Quick fix for the null hot-key issue in .6
- Added built-in system properties (java) to prefer an IPv4 connection when using PubNub and/or TCP/IP.
- Added MaxDex handler for special systems, like 5e, so Rules can dictate how to calculate and apply Max Dex.
- Updated domain/special spell list definitions to allow for either a list declaration or a level declaration (in classes.txt)
- Updated handlers spell prep and memorization
- Fixed issue with on-commit action causing some creatures to lose map sync
- Move max skill bonus values to the Rules API allowing for variable skill bonus numbers
3.7.2.6
- Updated Auto-reveal model for Fog of War to exclude doors. Doors now require manually toggling of visibility at all times. If you'd like "doors" to auto-toggle, you can change their type in the Fog of War panel to Masks.
- Added Spell Lists to the Spells tab of the Creature View. Currently "special" spells, like domain and oath lists are not properly populating. Should have that resolved in the next build.
- Added a new GM Menu option to remove all passive creature from the roster. Be careful with this as it deletes all of the creatures who are not active in the initiative irregardless of which map they are located on. There is a confirmation dialog, so it's not immediate and you can still back out.
- Fixed issue with overlapping menu area preventing the upper left corner of the map from being selectable on first load
- Various fixes for the Feature System including updates to script execution when no targets are selected.
- Known Issue
- There is a known issue we're working on with some very old marketplace content. The content does not appear to download with all the components. We are working on fixing this and should have it resolves in relatively short order.
3.7.2.5
- Upgraded Chromium to JxBrowser 6.18
- Added Spell List viewer to the Creature View Spells tab.
- Updated Prepared casting styles for additional classes in 5e.
- Fixed various issues with ER/DR application on attack actions as well as from feature actions.
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Removed the Domain Spell separated view for domain/circle/oath casters in 5e. Domain spells are displayed in-line with other readied spells instead.
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NOTE (5E) - For Clerics, Paladins and Druids, open your spell editors one time to choose your Domain, Oath, or Circle spells then close and open it again. Doing this once will update the list of available spells such that you do not have to select spells of these categories, they will automatically be available when you rest your spells.
3.7.2.5
- Fixed issue with custom sized marker placement on zoom
- Fixed custom marker drag handle/size issues
3.7.2.4
- Updates skills.txt for 5e template
- Set Sounds to default "ON" status for new campaigns
- Fixed bug with per-round saves being re-rolled. Re-rolls are correctly attacked to Roll Each Time toggle now
- Fixed 5e Wizard Prepared spell lists UI.
3.7.2.3
- Set 3.5 to Default campaign mode when no campaign setting is selected (instead of "Default" which was really the same thing)
- Removed call to PSA on Mac on app launch to avoid early failures of chromium initialization.
- Completd work on Player image chooser for uploading token and marker art to GM. Include migration from Res/Manually Specified lights markers and status images to Res/ folders. Enables encryption and syncronization. Currently does not prompt for approval (will fix before full release).
- Fixed map template re-targeting on trigger event bug.
- Fixed duplication in Edit Cost table ui.
- Fixed several minor issues with feature launching and script execution.
- Added three more resistance types for Pathfinder Rules.
3.7.2.2
- Updated several feature behaviors as follows:
- Speed handler now has a correct apply and removal effect; Note, movement values are in grid units so 1 is generally 5ft.
- Attack Bonus To Hit and To Damage apply to the attack card (not the character sheet)
- In-line scripts correctly target multiple targets now when used on the modify value node.
- Moved the Rest menu from Alter->Rest to the root of the creature menu.
- Added Named Pool resting to the Rest All function
- Updated feature access handlers to further extend the javascript library controls for visibility, traits and many other aspects of the creature state.
- Added "Grappled" move type to all rule systems. Generally when grappled ones movement is reduced to zero so the default speed for all creatures when Grappled is also zero.
- Known issues
- Using the "Default" rules set causes errors when importing and opening maps. We're investigating and hope to have a solution in short order.
- Mac High Sierra is causing fits due to java launcher issues (J8) and the raft of java issues plaguing J9 for those adventurous enough to try the new release version. Please note, D20PRO has not been built against J9 and, based on the reports thus far, not function correctly.
3.7.2.1
- Added gamelog options for the scripting engine
- Added ability to add and remove traits via rules scripting engine
- Fixed bug in scripting for on cancel events
- Fixed bug involving the create button under active effects; new behavior is to provide an empty flow if using the new rules engine, otherwise, when using legacy abilities, it will provide a legacy ability editor.
- Fixed bug in standard casters which was causing all spell slots to be debited when casting rather than the specific spell slot.
- Added connect/disconnect icons to the lobby
- began work on a flow form wizard (not yet public, functional or useful)
- reverted changes to the space to advance rounds due to game log conflicts -- why folks felt it necessary to type with spaces is clearly beyond me (joking).
- Added feature to support player changes to creature portraits. The downside is that players will need to sync with the GM's library on first connect to an active campaign.
- Added functions to handle "Staggered" and "Stablization" at zero and below HP. UI is still in progress so there is no visual effect at the moment.
3.7.2
- Fixed bug with un-equipping traits/items
- Fixed bug with size modifier to AC showing as a crazy high value in the mini-view.
- Fixed bug with UIN for targets being a requirement on initial cast (i.e. npe when no targets selected, yet)
- Fixed issue with target processing; wrong target list was being accessed during effect processing (was looking at targets, when it was supposed to look at triggered targets).
- Fixed warlock (shared pool) spell slot debiting (5e)
- Updated warlock class spec in the classes.txt
- Fixed JxBrowser issues with PSA (hopefully for good this time); Should resolve mac issues with chromium process.
- Fixed issue with Temp HP showing reduced current HP on creature editor sheet
- Updated mouse over to support Custom Trait pool ratios
- Fixed issue with resizing of coins array when swapping rules sets during a live game
- Fixed retention of money fields on creatures
- Fixed template/feature move issue so moving templates moves the active trigger area along with the template
- Updated player connect logic to auto-increment a post-pend number if there is a name conflict
- Updated UIN reference for use of skills, saves, and abilities from the creature editor; requires editor be committed before edits will effect rolls and actions (enforces player submit to GM prior to using new abilities, skills, etc.)
- Fixed issue with map markers not accepting an empty "type" value
- Known Issues
- Currently the manually specified folder syncronization does not support live updates to the image folders. In order to sync these folders currently, the GM and the Players would need to restart and reconnect to pick up file changes.
3.7.1.23
- paizo store API integration for publishers
- fix zoom quality for light inner radius
- fix for player movement to prevent "snap back" behavior
- work in progress preview of edge object visibility to players; effected by lights and fog of war
- fixed bug related to tcp/ip shutdown null
- mac jfx fix to support chromium engine
- update to support currency changes between rule sets
- fixed issue with bloated gamestate due to feature expansion
- hero lab importer update to process immunities and resistances; still needs injection
- hero lab importer update to handle 5e vs Pathfinder/3.5 formated imports
- refactored HL importer to use generic wrapper rather than hard coded fields
- fixed null condition in join launcher panel
- updated launcher to clarify optional settings; network style; oversized interface
- update to build process to clear out old jar files prior to full buld
- fix to feature tab to ensure it updates correctly
- added custom traits solution to handle additional Rules specific traits via Rules
- updated library object windows to show object name in header
- prototyped GPU based 2d volumetric lighting (OpenGL)
- Added web extensions UI to support discord and other user set web pages
- Help text updates
- updated threading model
- updated autosave model to use native byte code rather than xml
- Fixed issue with on-equip features
- major speed improvements for lighting and networking
- added ability to set custom light textures, just drop the textures (jpg/png) in the lights folder in manually specified and then edit your lights!
- added marker tethering and cleaned up sharing between PC and GM.
- added custom traits mechanic for Rules allowing for custom pool laden traits to be added to creatures based on the selected rule set. Currently only Starfinder Stamina Points is fully implemented, but a generic version of this will be complete in short order.
- Fixed the age-old space bar to advance round bug! Finally!
- Updated campaign templates for all but 4e.
- Added blocker on player move while waiting for GM Processing. This is a temporary race condition fix while we work on the new authoritative game server model.
- removed show edges mechanic for now. This has some bugs which I don't want to have delaying the 3.7.2 launch.
- reworked the feature library and features in progress mechanics to lean heavily on the UIN system
- More work on the 5e HL importer. Currently imports nearly all the things except for spell lists, immunities and resistances.
- Added basic Extensions panel to the main menu. This panel allows for any web based content (chrome compatible) to be loaded in a tabbed browser within D20PRO. The system is designed to be extended for specific sites and will later allow for custom hooks for character Builders, deck managers, and many other tools.
- updated the autosaver method to use native serialization allowing for better security and smaller file sizes (faster sync)
- updates to prepare for the new D20PRO marketplace roll out.
- Known Issues
- pubnub lobby session defaults to first session -- need to click lobby and select appropriate session
- campaign template updates are still work in progress for 4e
- un-equip of feature laden gear doesn't unequip correctly. we'll have it sorted tho!
3.7.1.19
3.7.1.18
- Completed work on General trait mechanic and set up basic general trait types controllable by Rules API (Code)
- Optimized lobby poling -- still takes a little while to load the lobby data, but once loaded the first time everything is pretty snappy
- Completed work on right click context menus for Lights, Markers, Tokens, and Paint tools.
- Normalized context menu behaviors across all aspects of the application
- Fixed the flipped visibility icon in the various places it was reversed. Green with no slash is shown/visible, blue with a slash is hidden
- Added missing ER types for Pathfinder Rules into the types system
- Added a "Category" column to the Rules Library -> Traits table
- Massive overhaul of the traits sync behaviors for creatures on the map and in the library
- Restored class/race trait auto-population
- Fixed bugs involving traits on a creature who contains no class/race selection
- Fixed bugs with trait selection based on class variants
- Partial Native Hero Lab importer
- Updated the main menu view to separate out maps from menu items
- Added an Open Map button to the main menu when no maps are open -- launches the Map Library context window
- Added and improved behaviors for close all maps option from main menu
- Fixed issues with Items not persisting certain template selections
- Fixed issue with consumable traits -- Temporary traits can be added to a creature now which will consume when their pool is exhausted: NOTE - to enable this, the trait must be equipped.
- Fixed language for TCP/IP vs PubNub networking selection
- Joined the lobby into the same window frame as the core D20PRO launcher
- many fixes and tweaks to the launcher and lobby behaviors -- more to come!
- fixes for gamestate issues from previous builds
- minor fixes to in-application terminology
- Known Issues
- Mini view still has a few outstanding errors regarding AC display when using custom AC types (Starfinder)
- Max spells per level is still off slighting for 5e special conditions -- this is being resolved as part of the updated spell system we're diving into next.
- Installers still need some TLC. Both Windows and Mac installers need an overhaul to be compatible with the new OS Standards
3.7.1.17
- Fix for negative duration conditions (resolves bug where advancing game time forces duration into negative numbers)
- Fix for duration recalculation when feature is changed from a decision
- Minor updates to traits to support "General" trait category
- Updated to refresh and sync options from Creature Traits tab to prioritize class/race sourced traits over "General" traits
3.7.1.16
- Fixed log, script and features-to-run node behaviors when attached to Effect nodes
- Fixed inert effect behaviors such that log, script, etc. behaviors are performed even if no modify evaluation is necessary
- Removed "Both" as a save type as it is most unnecessary and extremely buggy
- Added Action word field to the root Feature node allowing the
. log statements to be easily altered - Behind the scenes, adding unique ID's to features and triggers to enable cleaner synchronization functions
- Minor language changes to remove DM terminology in favor of game agnostic GM terminology
- Updated the import UI to split features into features and spells (features are the behind the scenes object type)
- Updated the import UI to split triggers into items and traits (triggers are the behind the scenes object type)
- Fixed issue with adding multiple of the same named template to a trait or time. Each template is now assigned an id which allows for internal uniqueness
3.7.1.15
- Completed initial Custom AC update by rules.
- Added custom AC mouse over support for rules based ACs
- Fixed several feature to run behaviors (function from the feature node/effect node attached FtR nodes are still not complete)
- Several fixes to the autocomplete field system -- also introduced a text search bug (only comparing against the most recently typed Character)
- Replaced Import UI with a more customizable UI allowing for imported content to be duplicated, replace, or various other settings New UI also provides a tabbed view of the imported content.
- Updated Import/export behavior in rules to start from the campaign directory. still working on building a directory memory for this feature
- Added Starfinder SRD support (reference)
- Added in-app help/guide support via the reference module
- TODO
- Complete work on rules and custom AC to provide AC Builder UI
- Complete work on autocomplete to use full typed word rather than last character
- Complete work on AC display in Mini view for new custom ac system (right now it doesn't show there)
3.7.1.14
- Fixed AC 0 bug from .13
- Additional Campaign Template Updates (still not ready for release however!)
3.7.1.13
- Fixed custom AC issue (and attack ground issue) for good this time
- Fixed new trait/item creation bug
- Found and fixed critical hit issue related to attacks with no attack quality
- Added dice details to game log for attacks and criticals; will apply similar behavior to spells and ability usage shortly!
- Updated Rules Library table models to better avoid issues with visual duplication
- Adding a lot of changes to the Rules library to allow for concurrent entries; i.e. allow for custom entry side by side with encrypted marketplace entries -- only one can be active at a time -- Work in progress! this is actually targeted at .14 for full release.
- Included basic Starfinder plugin -- definitely not ready yet!~
3.7.1.12
- Fixed several UI issues with the table display for Rules Library tables
- Fixed issue with PC summary view of Items containing Images
- Fixed issue with null domains for non-domain casters
- minor update the 5e campaign template (SRD)
3.7.1.11
- Added arc and rotation to light sources
- Updated lighting model to use buffered image renders rather than on-demand gradients
- Several core changes to the node and feature system:
- Added "Feature to run" option which allows features to launch additional features. This allows for compound effects and features
- Updated the trigger mechanism to correct for some unruly behaviors and to allow for event sequencing
- Added log and description overrides from the feature and effect nodes:
- Feature Log entries display whenever the feature is used
- Feature Description overrides the Decision description for the root Feature Decision
- Effect Log entries display to the game log when an effect is successful
- Effect Description overrides the sub-Decision description for the given Effect
- Introduced some UI bugs which we'll be fixing before release, namely, "why did the drop down options all gain a dark blue background?"
- Added support for multiple templates per feature. This allows for variable selection of templates and counters of templates for any given feature
- Fixed bug in Attack "Save Type" allowing for attack challenges to be created. Please NOTE: to use this correctly, you'll need to set the effect to "Apply on Saved". The Value node for the Save/Attack should the attack roll for your system.
- Further networking optimizations were introduced to further speed up sync between GM and Player for maps, rules and scripts
- Fixed bug with saving throws with a negative modifier
- Fixed throw type combobox for Save/Attack nodes
- Lots of work on Domains and fixes for multi-domain and non-multidomain systems. Still an outstanding issue regarding spell level for domain spells however.
- Added Spell importer to import text list spell.txt files into the Rules Library
- Fixed issue with A/D roller when using Core Dice
- Updated core scripts
- Unable to edit spell bug should be resolved however creature might need to have their class re-applied
- Fixed several issues regarding game state saving, should be fine now
- Added enable/disable toggles to traits and items allowing for multiple copies/versions of the same item to exist without conflict
- lots of optimizations for data storage model as part of a network streamlining
- Updated to effect node based feature-to-run handler to auto-run feature-to-run list on effect call. Not the ideal behavior, but will supply the correct functionality for now
- Many are the game system plugin updates
3.7.1.10
- Updates to combo boxes to allow for typed search terms
- Fix for GM menu'd lighting controls -- while it was working, the menu was pointed at the old system failing once before succeeding.
- Fix for duration on spell effects where the duration is calculated from a script library item
- Fix for Effect Save Type (Challenge) Attack. Basically this "save type" allows for the save's value node to describe the attack bonus for the caster and challenge the targets AC (or other element there of).
3.7.1.9
- Fixed bug with targeting zero targets with a feature -- was throwing a null effect.
- Fixed bug related to null game log entries. This was likely the root cause for occasional report we've seen regarding save game state failing.
- Updated campaign templates with updated default Scripts and Templates (pools)
- Updated 5e campaign templates with fixed classes.txt file
- Fixed several issues with concurrent modification issues related to features
3.7.1.8
- Fixed positive HP effect for legacy (and new feature system) -- found a case where some resistance options prevented healing incorrectly.
3.7.1.7
- Added "ahhh" sound for critical miss (1 on the die when miss is selected from the Attack Action Card)
- Fixed JxBrowser calls for Mac OSX
- Fixed several window maximize bugs for OSX Sierra
3.7.1.6
- Disabled the on-launch PSA which has been causing issues on Mac and Windows. Will re-evaluate PSA post 3.7.2
- Disabled manual broadcast of Rules Library with the "broadcast" button. We'll add a separate broadcast ability to allow for a manual push of rule library changes.
- Disabled Shadow Repair script for fixing shadow cast object edges. this appears to have been running at less then optimal performance -- will need to test thoroughly to see if we can leave it off or add an option to toggle the repair function.
3.7.1.5
- Added 'm' hot key for move-to creature behavior. To transfer a creature from one location to another without a PC update or to move creatures between maps quickly, you can select one or a group of creatures, press the M key, then select the target location (on the current map or another open map) to move them too.
- Continued refinement to the execution order and execution delay options for triggered effects (flow nodes)
- Added cancel condition to effect nodes. This helps to streamline some of the concepts of how triggers work pre-documentation.
- Initial game lobby (sans security/protection for sessions); allowing for sessions names to be reserved and persist between runs. Please note currently anyone can delete a session. Be respectful until we roll out the full system and try not to grief others unless there is good, solid humor value and all parties will find said, humor in such activities.
- Added new javascript bindings for Console, Map and Role.
- Role - the PC or GM role of the current script executor (usually GM)
- Console - Access to the console tools associated with the Map view
- Map - Access to the Map view
- Targets - Access to the full target list as an array list
- Fixed issue with legacy abilities not showing more than the first ability
- added stubs for features which teleport or summon creatures -- wip
3.7.1.4
- Several fixes for rules behaviors pre-gen-con-50.
- Added execution delay option to the flow nodes.
- Fixed several errors in the flow systems selection lists.
- Added some missing types to the pathfinder effect list.
3.7.1.3
- Additional work on flow and node behaviors to add effect processing delays (works, but is still under refinement)
3.7.1.2
- Fixes for node and flow behaviors to resolve missing trigger timings
3.7.1.1
- Bug fixes in networking regarding occasional null pointers when connecting over pubnub
3.7.1
- Service update
- Fixed issue with new pub/sub networking
- Fixed various issues with marketplace access to traits and features
- Temporary fix for windows popping behind the main D20PRO window when editing traits and items
- Preview of the scripting library added for power users interested in exploring the upcoming features
3.7
- Full release with native 5e support
- Adds the new Rules Library
- Improves Items with a new data model and ability to edit items on the map
- New networking option to use Publish Subscribe networking fabric rather than TCP/IP
- Minor bug fix to speeds so they persist between game loads and properly show the movement type when a creature is dragged around the screen.
- Fixed issues with equipping and unequipped traits and items through the Creature Library
3.7 RC3
- Fixed release candidate version in the release notes
- Fixed issues with release candidate versioning and historical data import
- Updated Game Options panel to be slightly wider and support scrolling on the Judge panel. The panel can also be resized in both dimensions now.
- Set default cupholder contents
- Removed future feature "Script Library" from RC.
3.7 RC2
- Added manual buttons to the traits tab of the Creature Editor allowing for refreshing, resetting and syncing of rules with current traits
- Updated the max dex bonus to support Features both applied and on-equip
- Added width to the line map template
- Updated the Rules to control template unit stepping
- Completed work on the SpellCaster_Prepared generic spell caster type with controls attached via Rules. Allows for hybrid casters, spell retention, spell slots, and domains (special) spell lists in one class.
- Added phantasm to the Pathfinder attack/resistance qualities list
- Updated all rules to use the new spell and map template systems
- Update to pub/sub networking to correct 'already connected' bug
3.6.11.29
- fixed bug with item image icons being lost if not changes on save
- added lock column to all Rules Library tables for encrypted content
- fix to GM's template mode toggle when a PC pushes a templated effect to the GM
- Active Effect panel create button now creates Node based features
- Added a sync button to the creature editor for traits and items so the Player and GM can pull Rules/Items directly from the creature.
- Fixed repeat node '-' and 'All' handler
- Effects with duration of 1 round properly resolve when out of combat (and time is advanced)
- Traits added to a creature when adding a creature class auto pull from existing rules
- Fixed Edit spell window size so you don't have to scroll down to do things!
- working on traits syncing when creature classes are added. not done yet.
3.6.11.28
- Fixed issue with damage being applied too soon for features effects
- Updated overcasting to support better indication of valid or, potentially, invalid selections
- Updated decision effect display for spells and applied features to show resolved dice equations rather than underlying scripts
- Fixed targeting for triggered effects (updated since re-roll of feature targeting system)
- Fixed resistance display on creature editor such that rules are properly managing the look and feel
- Fixed damage on mouse move bug
- Fixed bug in trait field editor, no more cursor jumping to the end of the line
- Fixed evasion and improved evasion minimum damage -- success results in 0 instead of 1 damage
- Updated Improved Init behavior to default to +4 with no feature attached, or, to override with feature behaviors when present
- Fixed trait reset/refresh function to reload from CreatureClass -- still need to get a sync/refresh from rules
- Updated Rules Export to rename file to "windows" safe names
- Updated Rules Import to allow for multi-selection of import targets
- Fixed issue with tokens on player view always appearing translucent
- Fixed issue with #0d# effect displays being handled incorrectly at the start of the line
- Updated import method for Rules Library to allow for since click overwrite of multiple entries
3.6.11.27
- Fixed AC Handler for features.
- Update On-Equip behavior to default to "Infinite" duration while equipped vs. "Instant" duration.
- Various fixes to resistance handlers to support different game mechanics.
- Added new SpellCasterTemplate_Prepared which handles all types of casters through a Rules API configuration.
- Added 5e casting options to use spells memorized against a spell pool per level
- Fixed Node editor for attack nodes. fields should now retain their values.
- Add Item icon selector to the Item Editor view
- Added Death Saves handler, game log entries and mechanics to the system
- Added a D&D Beyond Reference handler to allow access to D&D Beyond through an in-app UI
- Renamed SRD to Reference to properly reflect the purpose of the system
3.6.11.26
- Fixed damage issue between player and GM
- Fixed mini-view/mergeable saving throws so they handle a somewhat more dynamic range of options
- Global fix for -127 (NONE/NO_ABILITY) entries across Rules, Engine and other items using these byte values
- Completed work on Trigger importers
- Fixed AC Types. Dodge had gotten lost in translation. It has been restored.
- Fixed issue with traits not being shown based on "Features=" definitions in the classes.txt file
- Updated Items to use Features and provide group selection for map placement -- place stacks of items!
3.6.11.25
- fixed issue where spell universe was not be made visible to caster classes
- updated spell universe to use lower case names even when not lower case in the source files (ManuallySpecified)
- Added durability to support dynamic spell name adding via the classes.txt spell list definitions -- if the master spells list does not contain an entry this system will add it to the universe for the creature class.
- Removed the sandbox and tutorial campaign templates
- reverted the 5e classes.txt to use _Cleric, _Druid, _Sorceror (with spelling error) and _Wizard for SpellCastingTemplates.
- Fixed sorting by "Tab" value for traits rather than "Source"
3.6.11.24
- Fix for content developer tools handling items as traits
- Fix for content developer tools to support selective recovery of products
- Fixed some spelling errors
3.6.11.23
- Combined Abilities and Legacy Abilities into one UI
- Auto import existing Feats on a creature into Traits
- Removed the Abilities and Feats tabs from creatures; Abilities tab will still be displayed if the creature already had old-style Abilities
3.6.11.22
- Added new Publisher options to support Features
- Updated AC display to allow dynamic AC types by Rule set
- Fixed minimum damage from attacks
- Introduced Ammunition system which allows for items such as arrows to be "loaded" into a bow
- Introduced Ray attack style to support upcoming ray spells mechanic
- Completed work on "basic" overcasting UI
- Added new Speeds UI which allows for variable speeds based on movement type
- Fixed Game log spamming issue when processing features
- Refactored Items and the Item library to use the feature/template container system
- Updated Last Attack function to support ammo types
- Attacked Feature processing to attacks via ammunition. This system allows for secondary spell like effects when using attack actions
- Updated Traits to support evasion, improved evasion, uncanny dodge, and improved initiative correctly -- improved init isn't showing the correct bonus on the creature sheet yet.
- Cleaned up Rules API to link ACTIONS_MAP and ATTACK_QUALITIES in a more sane fashion
- Added an Item Importer which can convert existing items.dat listings into Feature backed items
- Updated Feature Chooser so it ignores Templates of the Ammunition type
- Various updates to the mini view including; double-click traits and items -- GM gets editor, PC gets info box
- Auto-import any existing feats from a creature to Traits and removed feats tab from creature editor
- Removed feats table from mini view
- Massive log clean up -- still lots of debugging logging going on, but cleaned out the backward compatibility deluge on launch
3.6.11.21
- Fixed DR for legacy creatures
- Fixed ER for legacy creatures
- Added GM options to control when Effect Trigger Decisions are presented to the GM
- Added Target Caster to the Effect Node
- Overhauled the Trigger Decision system to allow for template movement and retargeting of area effects
- Basic Speed and AC node functions are active -- an Instant effect will CHANGE the value on a creature, while an effect with duration will AUGMENT the value. Difference of setting speed to 30 vs +30 to speed.
- Handled on-equip logic for Speed and AC
- Fixed Attack Node Critical Multiplier and Cascade selectors so when an Attack feature enabled Item or Trait is equipped, the correct values are represented in the table.
- Updated the default scroll position for the GameLog to start at the bottom (most recent) rather than the top (oldest)
3.6.11.20
- Added GM Notes and GM Annotation to Creature and Mini views.
- Added GM Annotation to mouse over text for GM view
- Added speeds handler which allows for creatures to have different movement types and provide appropriate movement adjectives
- Added abstract AC handler for switching game systems [wip]
- Added AC handler to FBP system (nodes) -- the current handler does not support stacking rules
- Updated the action card and mouse overs for game system dependent AC options
- Updated the preferences and various rules sections to support various standard AC types
- Updated the minimum Features# level to include 0 (zero) to handle racial traits without hit dice
- Added "roll as passive" to the skill roller
- Added ctrl/command + hot key to the quick skill roller to roll quick skills as passive (allows for group select and roll)
3.6.11.19
- Fixed bug with template moving not targeting the new creatures
- Fixed various issues with On Stay, On Enter and On Exit events for repeat/multiply effects
- Added support for Overcasting by level or by charges -- initial work
- Added feature repair system to allow for upgrading feature data models without breaking legacy features. Currently there are no legacy features to break, so this is pure forward thinking
- Finally squashed the repeat/multiply/targeting recalculation errors. Rolled results stay rolled unless you are overcasting... then we re roll the batch anyway, for now.
- Fixed an issue where non-persistent mod targets were getting lost during game reload
- Began work on speed handlers and AC handlers for Features
- Added target caster check box to effect nodes allowing for auto-targeting of the casting creature
- various fixes to duration, evaluation and die calculations for features
- UI change for usage templates to add cleaner sorting and search-able lists
- Added a log node to the effect options
- Added additional options to the Rules API (currently only valid for 5e, will migrate to other systems
3.6.11.18
- Fix for issue with trait renaming after trait creation in Rule library and Creature editor
3.6.11.17
- corrected rules API skill max_ranks values for various sets
- fixed multiplication logic and repeat logic for scripted effect nodes
- updated ER mechanic to support text matching solution
- updated DR mechanic to support text matching solution
- began work on importer (herolab, pcgen, ddi) logic rewrites [wip]
- fixed damage displays for effects on enter and on exit
- fixed game init bug
- fixed new game creation bug
- updated SRD "feats" to use traits library as source for search terms -- changed name to traits
- updated speed field to support more characters
- various minor spelling corrections
- updated feature/trait editors panels to support better scaling
- fixed max skill ranks by rule set
- corrected duplication problem with traits/spells editor
- added enable/disable for selection option to features and spells
- added new trait button to add trait window on character sheets
- added new item button to add item window on character sheets
- updated attack flow node to accept functional to hit and to damage values
- add by feature level check box to repeat/multiple node to count feature level rather than class levels
- fixed a sound bug which was preventing damage sounds from playing when a creature was injured
- fixed bug where spells bypassed ER
- fixed preference issue preventing rules from appling ADD-ON preferences
- Updated gamelog for A/D rolls when using attacks (hit/miss/crit)
- Added custom text only gamelog entry to feature effects. Using an effect triggers this gamelog entry.
- Changed Health in Features to HP for Modify Target
- Added autocomplete for scripting to the to-hit and to-damage Attack Node
- Added custom crit handler to manage critical type "dice" for games which double dice damage -- accessible through the Rules API for now but will eventually be a GM Rules Option.
- Mac install fix should launch in newer versions of Mac OSX without special tweaks
3.6.11.16
- various fixes for the feature data model as they relate to new campaign creation
3.6.11.15
- Updated the GM Host launcher to expose the password typed for a given session. This is to assist in error checking session passwords.
- Fixed launcher behavior where tabbing between fields would occassionally launch the application
- Updated trait stacking to enable variant and base class trait assignment
- Fixed trait panel reset behavior to reset ALL traits with warning pop-up
- Updated historical creature check to use template version number
- Fixed bug where sometimes stats could not be altered after the first commit
- Introduced and fixed bug related to trait/item synchronization
- Fixed issue with Skill grouping logic which was preventing "Saves" from loading for the 5e work-around
- Fixed issue in 5e Rules which was not honoring -127 No Ability settings
- Traits handling via Rules Library is not live with a full Feats.txt importer and archiver
3.6.11.14
- Fixed issue with feature stacking for instant effects
- Fixed issue with importing non-5e creatures into a 5e campaign
- Fixed issue with spells stacking incorrectly when cast with instant durations
- Updated stacking logic for all effects and features -- features which contain effects always stack internally, effects from different features will follow rules defined stacking behaviors
- Added mechanism to use CR for ProfBonus/Base Attack Bonus thru classes.txt/classTemplates
- Fixed issue with ability scores with feature effects doubling the effect whenever edited
- Added stub to Rules for 5th edition style overcasting (use a higher level spell slot for added spell benefits). applicable to meta-magic feats in 3.5/pathfinder/etc.
- Added new Mod Group options to Mod Target node in FBP Editor
- Updated Traits importer and Traits auto population for classes.txt [wip]
3.6.11.13
- Fixed template targeting
- Fixed template triggers when a template is moved
- Fixed damage calculations for non-multiplied effects
- Decision window tweaks regarding deltas
- Fixed behavior for canceled decisions which have a template -- template is not also removed
- Text and method name changes between features and abilities
- Spell name conversion to lower case -- improve matching and access
- Fixed bug involving save for half minimum values -- controlled by rules
- Fixed parsing for complex value expressions in feature library
- Added template cast-as multi-selector
- Added checkbox option to use higher of cast-as or class levels
- Swing to JFX event passing
- Delta value in decision
3.6.11.12
- Fixed game model import for game versions in the 3.5.x version category
- Fixed game model import for game versions in the 3.6.x version category (up to 3.6.11.11)
- Major overhaul of the Feature data model
- Reworked trigger to remove "local-to-character" Feature storage.
- Reworked Properties to support a template system in addition to arbitrary naming
- Added support for Damage Reveal mode: Player owned + Dead or Dying
- Added Attack Nodes to the Feature/Spell system
- Added Feature RPC to support production Node engine
- Production Node Engine work started
- Integrated JxBrowser technology into D20PRO providing headless Chromium
- Integrated PDF.js into D20PRO to provide improved PDF Reader functionality for handouts
- Updated Merge window methods to use two-panel solution for consistent creature viewing
- Refactored Creature Edit/Character Sheet view to properly support real-time display of changed elements [not complete but close]
- Updated trait copy and remove functions
- Refactored default GM Host launcher to auto generate a session name (speed up time to launch)
- Updated Launcher News/PSA window to use JxBrowser
- Introduced new template for on-launch news (html)
- Completed work on equip/unequip of items and traits.
- Added UIN support to Features and Effects in Play to support saved game states
- Separated Effects introduced by Traits and Equipped Items (onEquip) to only show on the Creature Mini View and not in the Active Effects panel -- this will get pushed back to Active Effects after the AE panel is refactored to handle sorted and tabbed lists.
3.6.11.11
- major infrastructure changes to move from old to new [internal IP specific]
3.6.11.10
- major infrastructure changes to move from old to new [internal IP specific]
3.6.11.9
- Updates to pool/properties editors
- Network fixes to better handle disconnect/reconnect behavior
- Moved new networking to D20PRO "test" space
3.6.11.8
- Publish/Subscribe Networking updates
- Additional work on Items, Pools, and Properties
- Added new relaunch closed session behavior for TCP/IP and PubSub networking
3.6.11.7
- pools, items/inventory starter
3.6.11.6
- Updated traits table to have feature editor linkage
- Added Action icon and feature injection to the traits table
- Changed traits table description to an info section -- currently still points at pop-over text area
- Added base classes.txt CR setting -- still work to do here.
3.6.11.5
- Updated casting types to support 5e centric spell casting styles (initial work)
- Added configurable (in code) button set to Spells tab of Creature Sheets.
- Added Spellbook as an optional button on each spell style tab. Freeform and Item do not need this buttton.
- Added Path option to class table allowing for class variants to be loaded from the classes.txt file.
- Replaced Path solution with Class Variants... partly symantic, but functionally necessary
- Extended the classes.txt format to include Variants= VariantOfClass= and Known= (for # of known spells mechanic)
- Added traits merging fix so player can sync traits to the GM.
- Added Auto-merge of traits and creatures option allowing players to push creatures to the GM without intervention
- Known Issues
- Spells mechanic for 5th edition is still in progress. UI and Tools for selecting spells do not work for 5e under this build.
3.6.11.4
- Fixed Feature Library Sync between player and GM
- Updated 5e behaviors to allow for Rules based multi-domain spell selections
- Fixed bug involving Game Rules selection on Campaign Load
- Enabled in-game override of Game Rules through Options panel
- Known Issue
- Current PSA URL causes warnings on application load
- Moving a creature is noisy in the logs
3.6.11.3
- Fixed Feature saving throw totals in game log
- Added "Apply on Saved" check box to the Effect node allowing Effects to only be applied if a creature successfully saves
- Add "Item" casting as a new FreeForm casting type. This is a pre-cursor to allowing items to provide access to spell casting.
- Fixed persistence of "Item" casting and corrected error in "FreeForm" casting which caused the spell decision to vanish when being used.
3.6.11.2
- Initial Feature Library node editor enabled for Spells
- Additional triggers added to Feature system
- On Cancel
- Added nashorn support to text and value nodes in the feature library node editor
- Added repeat and multiply node to the effect node tree
- Updated DR and ER usage when applying feature effects
- Updated damage calculations when applying feature effects
- Added status support when applying feature effects
- Added initial auto arrange function to feature library node editor view
- Added auto script detection for Feature Library javascript functions JS scripts live in
/res/scripts and can supply a single self-named method which will be accessible in the node view for doing math and other functions. Script names are also used to generate an auto-complete list for valid fields in a given node. - Updated status support to follow duration and cancel based events
3.6.11.1
- Various bug fixes
- Feature Library introduced for spells and special abilities
- Crude JavaFX UI implemented for panel based feature editing
- Top menu UI controls added to Rules engine
- Various updates to the Rules reflection libraries to build a stronger base system
- Add triggers to Feature Library system supporting a myriad of options
- ** On Caster
- ** On Target
- ** On Enter
- ** On Exit
3.6.11
- Updated UIN method to use three categories for sorting: "Player", "Creature", "Object"
- Added Regenerate UIN check box to "GM Creature Menu"->"Alter"->"Team" decision
3.6.10
3.6.9
- Showing of DEX on the mouse over AC is now fixed.
- Ability score '-' value can be set using -127 for a value. Also, '-' imports correctly.
- HeroLab and other importers have been renamed back to d20ProPlugin_
. - CR is not a string field and can accept 1/2 or whatever.
- Traits Description box now sports a scroll bar for vertical scrolling when needed.
- EasyFOW manipulation auto selects on FOW menu click if EasyFOW is enabled; otherwise shadow casting is used.
- Added Race/Type and SubType combo box to the Traits panel. This value can take user entry as well.
- Fixed Bug where sometimes stats would be changed to "all" 10's when an imported character had a stat altered.
- Added System properties call to the D20 initializer to automatically use openGL and disable Direct2D. The reason for this is to enhance alpha blending for shadow casting and fog of war.
- Updated Map Markers to allow sync'ing of files between players and GM (rather than GM->Player only). In addition it is now possible to add markers to a ManuallySpecified/markers folder and have these items synchronize during game play. UI for this will launch with the next release; in the meantime, a player cannot sync markers until they re-connect.
3.6.8.1
- Fixed issue with "-" abilities scores and save values for creatures on import
- Corrected ability change issues related to reduction to "0". Ability score ranges are now -126 thru 126; -127 results in a "-" value.
- Fixed armor class dex modifier bug
3.6.8
- Updated "Herolab" and "PCGen" importers. "PCGen" is still spotty, mileage may vary
- Updated JRE to 8 101
3.6.7.9
- Fixed null exception on non-combat movement (related to event triggers)
- Fixed skill mod's for "History" when using the "Skill Decision" window. Total "mod" is not correctly reflected in the "recent skills" section
- Updated the "Traits" tab of the "Character Sheet" to use a table and pop-over edit style
- Fixed bug in "Uses" value saving on app reload -- (FYI) currently this is a dumb counter
- Known Issues
- Fixed various bugs in "Traits" tab of "Character Sheet", however, "Uses" is still bugged.
3.6.7.8
- Fix for incorrect import of previous version "ability scores"
- Updated "mini view" to reflect modified "ability scores". prepends an "*"
3.6.7.7
3.6.7.2
- Behind the scenes prep for Feature Library and Plugable Rules API
- GenCon (2016) specific updates to allow for limited 5e access (disabled in production)
- Speed improvements to the Shadowcasting system -- current solution is to turn off alpha blended fog of war regions when not in FoW mode.
- Updated dice mechanic to move from gaussian to uniform distribution.
- Removed Game System toggle from release candidate
- Added "Show Inspiration", "Show Death Saves" options to options panel
- Updated "Character Sheet" to streamline system switching -- stop gap until we have our HTML sheets system live.
- Fixed "Ability" and "Save" entries in "Character Sheet" to allow for editing of "Base" and "Mod" values.
- Updated "Skill", "Attack" and "Ability Check" Handlers to use the right math since "Base" and "Mod" are now tracked independently.
- Fixed "Mini" view rendering of stats. Modified values are now shown for "Abilities" and "Saves"
- Notes on new manual overrides for Abilities and Saves (3.5, Pathfinder and 4e) -- The math for each is listed below:
- Save = Base + Stat Mod + Class Mod + Mods
- Ability = Base + Mods
- For Saves, Base is zero by default. Changing this value will cause a permanent increase in the specific Save. Spells, Items, and Tomes are common sources for this kind of enhancement.
- Saves are otherwise calculated when accessed based on Stats, Classes, and Effects (Misc Mods).
- For Abilities, Base is the default score. The Modifier adds points to the base score to create the effective score. This new score is then used for all features in the system.
- Be aware that a special ability or spell can clear manual updates to Modifiers. As we refine this system further, the manual entries will be tracked independently from the active effects.
- Be aware The Beta release does not have the full classes files defined for 3.5, 4e, and Pathfinder. We'll be working on the data entry for these during the Beta period.
- Known Issues
- Several of the creature imports are not working correctly. Specifically, PCGen and Hero Lab. Hero Lab still "mostly" works, while PCGen is non-functional. These are being addressed as fast as we can.
3.6.7.1
- More character sheet updates to "Ability Modifiers"
- Creature generic method to create pop-over text field requestors
- Applied new pop-over system to "Ability Scores" enable editing of "Base Abilities" and allowing for "Modified Abilities" to be displayed on the sheet afterward
- Add support for "Ability Modifiers" to effect Ability display on the character sheet
- Moved resolving saves and final ability scores to Rules API
3.6.7
- private bug fix release...
3.6.6.8
- Added "Traits" panel in Character Sheet backed by classes.txt file
- Added stubs for handling auto-creation of attacks (weapons) and tools (in classes.txt file)
- Improved logic for effect handlers ("Feature Library") to manage temporary stat changes
- Added coloration to Character Sheet to reflect increase/decrease in stat values
- Added a Base Ability scores value to the Creature Template allowing for recalculation of abilities before and after effects are applied.
- TODO
- Aggregate stat changes to saving throws
- Add coloration to Saves to indicate "Good Saves" or "Proficient" saves
- Add Per HD Roll editor
- Add Base Stat pop-over Editor to character sheet
3.6.6.7
- Updated Character Sheet view to allow dynamic configuration between Pathfinder, 3.5 and 5e
- Updated saving throw handler, proficiency bonus and BAB functions to use Reflection Model
- Added Inspiration, Death Saves, Hit Dice per Level, Hit Point Roller (total) to Character Sheet
- Updated "Class" table to be "Class/Type"
- Added "HD" pop-over from "Class/Type" table which allows for override of HD per class/type
- Added "Level" pop-over to "Class/Type" table which allows for easier delta detection and triggering of "level-up/level-down" events.
- Added "Traits" tab which shows class features per level (defined in classes.txt) as well as allowing for custom traits -- current UI is temporary
- TODO
- Use "Level" pop-over to increase/decrease hit points on demand as well as update "Traits" table
- Move "Traits" to a table view which allows for level, name and source to be configured for a custom entry
3.6.6.6
- Added "HitDie=
" field to the Class parser. - Added "HD" column to the "Class/Type" table of the Character Sheet
- Added "Roll" support to "HP" using "Rules" based "HP" calculations
3.6.6.5
- Added support for "Map Markers" to be painted below fog of war.
- Updated templates to include a more uniform scale of options for "Burst" types.
3.6.6.4
- Add double-click event to "locked" Map Markers. Double clicking on a locked marker enters Marker Mode and opens the Marker Tool Window
3.6.6.4
- Fixed bug where "Abilities" which altered "Saves" were showing the "Stat" instead of the "Save" in the "Effect Summary"
- Fixed bug where typing "Z" in the "Mini-view" chat window caused the "HTML5" character view to appear
- Fixed bug where "-/-" was being present to "Players" rather than "STR/STR" for default Attack types
- Fixed bug which prevented "Fast Skills" from being displays in the "Options" panel
3.6.6.3
- Updated game model to properly contain "Game System"
- Updated "Feature Library" to support "Spells" and "Special Abilities"
- Add support for re-initializing creature context menus for "Players" without restarting the application
3.6.6.2
- Added "Rotate" menu to Map Markers allowing for absolute rotation along 45-degree angles
- Added "Rotation" item to Map Marker Editor allowing for any angle to be specified
- Added empty "markers" directory to campaign bootstrap resources
- Began work on adding "Item" spell list types to the creature view and creature model
- Added "Item" as a casting source when using the "Cast Spell" decision
- Fixed Saving through bug which prevented "REF" and "WILL" from using the modifier when called by a PC from the Creature Menu
3.6.6.1
- Updated Map Markers to support a custom folder for loading new markers. The location is "judge/
/res/ManuallySpecified/markers" - Updated support for Animated GIFs for Map Markers
- Fixed Map Marker loading to re-index and load new items whenever a Marker is created or edited
- Added basic rotation support (currently only rotating in 5-degree increments)
- Added support for "Custom Size" option in the Map Marker editor. Using "Custom Size" disables Game System specific sizing; However, "Custom Size" can have different values for "Width" and "Height"
- Updated "Lock" behavior for Map Markers. A when not in Map Marker mode, clicking on a "Locked" marker no longer forces a user into Map Marker Mode. Hover text functions as usual.
3.6.6
- Changed Downloads to Marketplace
- Update Welcome Message
- Added an option to auto-launch the Library Window on application start (GM only)
3.6.5.8
- internal QA test build
3.6.5.7
- feature locked
- Fixed UI bug regarding wrong icon for show/hide on "Map Markers"
- Fixed issue with null values for colors causing app to hang
- fixed open region draw issues
3.6.5.6
- Updated and refined Gradient system
- Replaced inner radius "line" with gradient art overlay
- Added outer radius gradient to outer radius "line" option
- Changed default lights for creature-menu options as well as the light panel options
- Added support for ControlFX JFX control system
- Replaced awt color picker with jfx color picker via wrapper/handler (javafx)
- Completed work on the "Open" region draw tools
3.6.5
- Updated Rules system such that it is now possible to load arbitrary "Rules" source files internally. Will be expanded to allow external files in a future update. Disabled for this release.
- Updated Light Mode view to include "Duplicate" and "Preset" selection on light creation
- Updated "Open" polygon regions to auto unwind on "Apply". This automates the reverse trace process for "Region" creation when building "Open" regions. Technically, these objects are not truly "Open" as the unwind process closes the object back at the origin after stepping through the knot order
- Expanded the "Light" capabilities to include a "Use Gradient" option. When enabled on a given "Light", a "Gradient" is displayed within the shadow cast polygon shape.
- BUG FIXES
- Fixed a bug which prevented map export from functioning. This was caused by a failure to properly encode the map graphic before processing the export.
- Fixed a bug where lights would shine through Wall objects when the wall intersected the exact center of the light source. This is more of a hack/fix than a true bug fix. For now, a light is considered occluded if the center node is intersected by a Region edge by an offset which is a function of the token size. The down-side is lights will be disabled for the token if too much of the token is within the offending square.
- NOTE: As we unattach tokens from the grid, this may become less of an issue.
3.6.4
- Updated Game Tools menu Look and Feel (LAF)
- Reorganized the tab menu
- Renamed Easy to Easy FOW and Mold was changed back to Manipulate
- Changed default Fog of War mode from Easy FOW to Advanced. note: Easy FOW is compatible with Advanced
- Updated Dice rollling algorithm to use a MersenneTwisterRNG and Gaussian system for number generation. The is a significantly improved natural number generator
- Added D30's and Advantage/Disadvantage dice to the Core Dice pane. As the rules system is created, access to the Advantage/Disadvantage dice will be options based
- Updated default Game Log colors for dice rolls to make them more readable
- Updated grammar of dice rolls in the Game Log
- Created icons for D30 and Advantage/Disadvantage dice. D30's have various colors, Advantage/Disadvantage dice do not
- Added initial classes and handlers for card decks currently there is no user access to this feature
- Updated default system maps to include shadow casting examples
- Added stub for the 5th Edition (SRD) Campaign type. Currently, this campaign selection only provides an updated preferences file. The next release should include system specific updates
- Renamed 5e SRD plug-in to FiveE SRD
- Attached the FiveE SRD plug-in to http://5thsrd.org
- [WIP] Adding dice results display to the Core Dice Pane.
- Updated mode switch order on H key press in Fog of War context
- Updated the default behavior of the F6 key press and Fog of War access button to default to Visibility Mode
- Fixed 1px hole in right side of UI panels
- Updated hidden die roll mechanic to affect Custom Rolls and Core Dice rolls
- BUG FIXES
- Corrected a bug which effected lights intersecting with a fog of war region at exactly 45-degree angles (through the middle of the light). The current work-a-round treats lights which fall into this condition as if they were contained in the region -- for Walls, this means the light is disabled. A simple map based fix is to edit the offending region and move the segment one pixel away from the area where a players light should be able to be cast, such as a thin hallway.
- KNOWN ISSUES
- Dice Results area of Core Dice does not display any content
- Issues involving using the creature context menu Lights->Clear feature. While the lights are cleared for the current map context, if the creature is moved to another map, they will appear with even more lights attached. Work around for the time being is to use the Game Tools->Lights tab to remove lights from creatures
3.6.3
- Expanded Language Support (Part 2)
- Fixed language support to properly sort between older non UTF-8 formats and updated UTF-8 formats.
- Added ability to set a User Font and Game Log Font separately. Both the can be accessed from Options -> General then click Set User Font or Set Game Log Font
- Game Tools Panel Changes
- Renamed Manipulate to Mold
- Added Lights to the Advanced Fog of War Mode
- Added Door (H) and Door (V) to the Paint Shapes
- Updated Show/Hide icon to color match the colors used on the map.
- Updated the Show/Hide icon graphic to use an eye for Show and an eye with a strike through for Hide
-
Shadow Casting Object Types
- Added a large volume of updated to the Game Tools -> Fog of War panel to allow for creation of various Types of regions - Masks, Edges, Walls, and Doors.
- Masks - A region that allows cast light to be displayed when the region is marked Show.
- Walls - A region that disables lights when marked Hide yes still does not reveal when marked Show.
- Edges - A region that blocks light from entering or exiting it's bounds. When locked, Edges ignore mouse click or mouse drag visibility toggle requests.
- Doors - A special region type which blocks additional regions below it during visibility toggle requests.
- In addition to adding the new types, the list of Regions has been updated to include additional functionality. The functions and columns available on the Region List are as follows:
- Show/Hide - Toggle Show or Hide state for the specific Region
- Name - The name of the specific Region. Double-click to edit the name
- Group - The group of the specific Region. Double-click to edit the group
- Type - A drop down selector which allows for a specific region to have it's Type altered
- I/P - Toggle Interactive or Passive for a given Region. Interactive Regions require Lights to reveal contents.
- Passive Regions are all or nothing when toggling Show/Hide.
- Lock/Unlock - Toggle edit/translation locking. While a Region is locked, its shape and location cannot be changed (Edit Mode and Drag)
- Center-To - A button which centers the map to the specified Region. Helpful for Identifying Regions
The layout of the Mold mode buttons has been altered such that Toggles are seperated by a | character. Service buttons have been added to allow for multi-select changes to be made to Regions. Specifically, the four Type buttons - Wall Mask Edge Door - and the Interactive Passive toggle. Clicking on one of the Type buttons will allow for rapid change of selected Regions to the clicked Type. Clicking on Interactive or Passive will change all of the selected regions to that state.
The layout of the Draw mode buttons has also changed. Additional buttons have been added to account for the need to draw using the new Types. Selecting a Type will toggle the selected Type as your draw mode. Additionally, you'll find an Interactive/Passive toggle as well as a Closed/Open toggle. The Interactive/Passive toggle operates similar to the Typeselection; Regions drawn will have the select I/P property when created.
The Closed/Open toggle is slightly different and should be considered experimental and is predominately for use with the Edge Region Type. With Open selected. The restriction of >3 knots is removed from Region creation. Open behaviors for Regions are as follows:
-
Wall - Light will be able to shine through an unclosed face, yet content under the light will not be revealed
-
Mask - no appreciable behavior change
-
Edge - Light will be able to shine through an unclosed face, the shape of the edge will create shadowed areas which block the map accordingly. Additionally, Edges can be used in Open mode to create straight lines. Currently there is a Known Issue in this mode which prevents click-selection of these Edges on the map. To edit a Edge-line it must be selected from the Region List directly.
-
Door - Light will be able to shine through an unclosed face AND reveal map content below it. Creatures who are occluded by the Door shape are revealed (when set to Dynamic Visibility). Like Walls when a light moves within the bounds of the Door the light is disabled.
The core use case for Open Regions is when using Edges to add segments to a map such as the wall section between windows.
-
Keyboard Shortcuts (all platforms) - As the start of a normalization between the various keyboard shortcuts, we updated the Delete and Backspace key behavior in Draw Mode. While drawing knots, pressing either Delete or Backspace will delete the last knot in the chain. Once an Region is applied (Open or Closed) the selected Region can be deleted using either the Delete or Backspace key.
- In Mold Mode, selected Regions can be removed using either the Backspace or Delete key as well.
-
Lights Panel and Objects - Added a new panel to support Lights. This panel is available only while in Advanced Fog of War mode. To access lights, Open Game Tools -> Fog of War -> Easy (tab) and ensure that Advanced Fog of War is enabled. While enabled, you should see a Lights tab. Selecting this tab and clicking on Create will add a light to the current map.
While in Fog of War -> Light mode (click on the tab Light if not currently in the context) you can drag lights around a map by using the white drag handle. A Hidden light is shown with a black drag handle.
Lights can be tethered to creatures or items. To tether a light, you can either do so during creation or by entering the Edit Light panel. To Edit a Light, double click on the target light in the Light tab. You should then be presented with a Edit Light screen.
Lights are composed of the following properties:
- Name - A text name to help identify the light
- Radius - The radius of the light in Grid Units (typically 1 = 5**); Radius can be a decimal number, for example a radius of .5 will result in a light that only fills 1 grid unit; A light radius of 6.9 would end just shy of the 7th Grid Unit from origin.
- Enabled - Toggles the Show/Hide state of the current light
- Public - Toggles if the light is Shown to other Players. Public can be used to model vision such as Dark vision where only the Owner can see the light
- Fill - Sets a fill color and opacity for the current light. Keeping your opacity low (below 20%) will result in a cleaner visual experience
- Ring - Sets a color for an outline around the current light. Again, keeping your opacity low helps create a better visual experience.
- Owner - The Creature or Item which owns the light. Pairing Owner with Public can have some very interesting effects. Attaching an owned light to another token can be used to model effects like Scrying
- Tether - Denotes the Creature or Item that a light is attached too. A light that is not Tethered to a Creature or Item can only be moved by the Judge and only while in the Fog of War -> Light context. If an unowned light is Tethered, the owner will become the Tether target.
- The Light Panel under Game Tools -> Fog of War -> Lights also has quick access icons. The list of Lights is broken down as follows:
- Show/Hide - Toggle the selected Light visible or hidden
- Name - Shows the name of the Light
- Tether - Show the Tether of the specific light [Windows/Linux only]
- Owner - Show the Owner of the specific light [Windows/Linux only]
- Public - Toggle to set the Public state of the speciifc light
- Center-To - Click to center the map to the selected light and show a focus animation
- Mini-View Portrait Update - The Mini-view portrait is now scalable by dragging the gray bar below it up or down. Additionally, the portrait can be hidden bu clicking on the arrow-up/arrow-down toggle on the gray bar. This new system also allows for a wide view of the mini which has the portrait on the left and the creature details on the right.
- Mini-View Talk Bar added - Added a talk bar to the mini-view which allows for rapid, in-character access to Say*, Do, emote, whisper, YELL functions. The bar is only visible for Creatures owned. Switching between Creatures via tabs switches the talking Creature at the same time. Pressing enter to submit the dialog also then results in auto selecting the existing typed text allowing for the text to be cleared on the next type or repeated by pressing enter** again.
- UI Skin update - In addition to the new Show/Hide icons, we've also started the process of re-skinning the application.
3.5.10
- Expanded Language Support
- Select your own TrueType User Font to use for the Game Log and character sheet.
- In Options -> General click Set User Font... and browse to the desired font.
- The rules files now support UTF-8 Encoding for languages specific Classes, Skills, Spells, and Feats.
- Please make sure to save in UTF-8 without BOM.
3.5.8
- Expanded Chat Language Support
- The Game Log now supports a wide variety of additional characters. Please try your favorite language!
- Retro Marketplace In rare cases where the new Marketplace experience is not desired, in Judge->Options you may select Enable the Retro Marketplace to use the original Marketplace GUI.
- Mac Keyboard Shortcuts On Mac, using the Command key should now properly work for Copy (C), Paste (V), Cut (X), and Select All (A).
3.5.7
- Locale Startup Issue D20PRO now overrides the locale to prevent a startup issue initializing the look and feel.
3.5.6
- Player Editable Character Sheets - Players may now edit Creatures they control while logged into the game. When the Player applies these changes they are sent to the GM for line by line review. The GM may decide to keep all, some, or none of the proposed changes. The Player can modify all aspects of the Creature except for choosing a different image (includes Item images).
- SRD Add-on - System Reference Documents are now available in-app! There are two Add-ons provided out of the box and more may be added by dropping them in the judge/addon/srd folder. GMs can opt in to using an SRD Add-on when creating a Campaign or managing an existing Campaign. Players can opt in under their advanced options when joining a game. To activate the SRD during the game, look for SRD in the Main Menu.
- Syrinscape integration (URI Triggers) - A URI Trigger allows you to prepare a link to trigger during the game. GMs may create Campaign level Triggers in the new 5th tab of Game Tools. GMs and Players may store Triggers in the Map Markers. The Options the URI Trigger Mode may be set to
- Remote Only: only trigger on remote instances
- Local & Remote: the default
- Local Only: only trigger the URI locally
- URIs may also be used with standard web URLs. Triggering these will ask the app's operating system to open the link in the default web browser.
- To obtain a Syrinscape URI, run Syrinscape. Then press the + key and (+) buttons will appear. Click the + and the URI will be copied to the clipboard. Paste this URI into a Trigger and it will ask Syrinscape to play the appropriate mood or element.
- Please note: At this time, Syrinscape integration is Windows only. To learn more about Syrinscape please visit their web site: http://syrinscape.com/
- PDF Handouts - Handouts that are created from PDF files are now displayed in-app.
- Skill Penalty - Each Creature may now be assigned a Skill Penalty in the Skills tab. Typically this is used to enforce an Armor Check penalty on STR, DEX, and CON Skill checks; however, the Penalty is configurable to target any of the six core attributes.
- Movement Indicator - When moving a Creature now shows how many movements based off the speed. This makes it easier to track single moves, double moves, and how far a Creature can run in a round.
- Reconfigure Initiative - Pressing the Combat Mode toggle no longer immediately leaves Combat Mode. Instead you have a choice to reconfigure initiative order by returning to the Set Initiative dialog.
- Image Browser - The image browser now provide a number of scaling options to view the thumbnails. Previously thumbnails were locked at 128x128 pixels.
- Log File Access - The D20PRO.log file is now accessible via the Show Log File button under the Advanced section of General Options.
-
Autosave Recovery - Every five minutes the Judge's Campaign will be automatically saved in the background. If the Campaign does not shut down gracefully, upon the next launch there will be an prompt to attempt a recovery from the last autosaved file. To disable this feature, uncheck the Enable Autosave box in Options -> Judge.
-
Temp HP - When a Creature has an Effect granting temp HP, editing the Creature no longer adds the temp HP to the actual HP of the creature.
- Set Initiative - Canceling the Set Initiative dialog after modifying a Creature's initiative order now properly ignores the changes.
3.4.8
- Campaign Folder Override - By default all Campaigns are stored in the d20Pro/judge/campaigns folder where d20Pro is installed. This location may be overridden by creating the file d20Pro/judge/campaign.override. This file should contain a single line that sets path where the Campaigns folder will be created, for example C:\stuff will cause the Campaigns folder to be created in C:\stuff\campaigns.
- Deleting a duplicate Feat now works correctly.
- Casting a Spell from the View Game Creature window now works correctly.
3.4.7
- Manage Images includes the ability to rename files or folders.
- Image Browser Update The various image browsers are now automatically updated when Maps, Creatures, or Items are imported.
3.4.6
- Manage Images - The Map, Creature, and Item images may now be reorganized. Press the Images button at the bottom of the Map, Creature, or Item Library and select Manage Images.... This opens a wizard where you may drag images and folders to different locations, including new folders.
- Game Creature dialogs now remember their previous position.
- Improved Drag & Drop Support - Creature files (.d20_ctr) and Handouts (.d20_handout) may now be dragged to the their respective Libraries to import them. Dropping Maps was already supported.
- Response time greatly improved for broadcasting Maps to the Players.
- Aggressively scan the resource system when Maps are imported.
- Now fully handles if importing a Map runs out out of memory.
3.4.5
- New Interactive Creature Character Sheet - The new character sheet, accessed by double-clicking on a Creature, is now interactive and will respond to clicks to rolls skills, saving throws, and ability checks. Will also trigger attacks and special abilities. Hitpoints are also modifiable from this screen - including the ability for the Player to update the hitpoints of a Creature they control.
- Improved Window Memory - Judge and Player windows now remember their position on multiple monitors. Maximized windows are also handled properly.
- Delete Creature Dialog - Deleting Creatures from the game now shows an improved confirmation dialog with pictures of the Creatures to be deleted for extra clarity.
- Edit Creature Refinement - Attempting to commit the Edit Creature dialog will now warn if a Special Ability was still being edited. Previously the Edit Creature dialog would allow you to commit without confirming changes to a Special Ability currently being edited.
- Encumbrance display now handles fractions correctly.
- Improved threading so Judge won't temporarily freeze right when a Player connects.
3.4.4
- Creature Merge Wizard - An existing Creature in-game may now be merged with an incoming Creature chosen from the Creature Library. This wizard is activated by Alter -> Merge from the Creature context menu.
- New Creature Character Sheet - The default character sheet shown when double-clicking on an in-game Creature has been replaced with a new, comprehensive interface. To activate the new character sheet for legacy Campaigns, click the Show Campaign Folder button in Options -> Judge and delete the ~/res/ManuallySpecified/stats.zip file and restart d20Pro.
- Overwrite Library Creature - When using the Location -> Save Creature menu option for a Creature, you will receive an overwrite prompt if there is already a Creature in the Library with the same name and module. Creature Import will also prompt for overwrite.
- View Game Log History - View a complete history of the game log by clicking the new icon button at the top of Options -> Judge next to the Campaign's name. This is a convenience method to deal with the long standing Game.html file residing in the campaign's game folder.
- Display IP Address in Title - Both the Player and Judge apps display the game's IP address and port in the title bar.
- Saving mechanism on exit is now more robust.
3.4.3
- Bulk Image Import Wizard - A brand new interface that allows the Judge to quickly and easily add image files and/or entire directories of images to use as Map Tiles, Creature Tokens, or Item Tokens. Click the Images button at the bottom of the corresponding library to launch this new interface.
- Drag & Drop Support - Image files may now be dragged from the OS and dropped in a number of places:
- Create Map Wizard
- Edit Creature Dialog
- Import CTR Image
- Import ITEM Image
- Text Field File Choosers
- Map files (.d20_map) may now be dragged to the Map Library to import them.
- Faster Judge Startup - The resource system no longer scans for changes at startup, which should speed up launch times. GMs with large campaigns should notice a dramatic improvement. As a caveat, if any images are copied into the res/FLR, res/CTR, or res/ITEM folders these will not be detected at launch the way they used to be. Instead the GM should go to Options -> Judge and click Refresh Resources to initiate the scan.
- Revamped Browser Launcher - Now uses the Java Desktop to launch the browser.
- Product Publishing - Vastly improved final form of the product publishing interface.
- JPEG Performance - JPEG images encoded by d20Pro pre-v3.4.1 would render sluggishly in v3.4.1+. These files are now repaired automatically and performance should return to normal.
3.4.2
- Bulk Image Import - The Map, Creature, and Item Libraries now feature a Copy Images Wizard where you target a folder of images for bulk copy into the corresponding resource folder (FLR, CTR, ITEM). Click on the Images button at the bottom of the corresponding Library to launch the wizard.
- Bulk Creature Replace - Significantly improved the ability to replace multiple Creatures on a Map at once. To utilize this feature, select all Creatures to be overwritten and then activate the right-click menu and choose Alter -> Bulk Replace...
- Show Campaign Folder - A new Folder button in the top right of Options -> Judge will ask the operating system to show the folder containing the active Campaign.
- Product Publishing - A number of improvements to make publishing products more intuitive.
- Product Publishing - FTPing of product images now properly uses Binary file transfer.
3.4.1
- New Marketplace Interface - The in app Marketplace now shares the same interface as http://d20pro.com/MarketplaceWeb If you wish to use the original interface you can opt out in Options -> Judge.
- JPEG Encoding Improvements - The new JPEG encoder now uses 85% quality instead of 100% resulting in normal file sizes.
- Product Publishing - Products may now be published to the Marketplace directly from d20Pro. This feature is only for Publishers. If you wish to publish professional products to the Marketplace please contact your d20Pro representative or visit http://d20pro.com/contact.
- Windows Installer Improvements
- Start Menu shortcut now correctly sets the working directory.
- d20Pro install folder access control set to full access.
3.4
- Fog of War Improvements
- Easy Fog of War: A new tool that allows cell by cell masking. You either are hiding are showing the Map. Any cells you drag over will be set to shown or not according to the mode. Easy Mode works in conjunction with the existing FoW system to toggle the Region visibility.
- Nearby Knot Snapping: when drawing FoW Regions, newly placed Knots will snap to an existing Knot nearby. This mode is toggled on from the FoW console in the Game Tools window.
- Improved Map Creation - A completely rewritten wizard for creating Maps simplifies the process in general while also adding some advanced image manipulation capabilities.
- Improved Campaign Management
- Improved Memory Management
- Hero Lab Importer Improvements
- Image Chooser - A double-click will now choose the selected image. Info label shows the filename and image dimension.
- Tile Detail Control - The Tile Detail setting in Options -> General allows you to artificially limit the size of your tiles in memory. If you are having memory issues with hi-resolution tiles, you can reduce the maximum possible size with this setting.
- Images - Images from file are now loaded with ImageIO.
- Sounds - The JMF library is available as an alternate to javax.sound to address a reported issue where sound effects stop playing on OS X. Enable this from General->Options.
- Mac Improvements - Command keys for clipboard (C, V, X) are now recognized.
- JPEG Encoding - Now using an alternative JPEG encoder that does not create images that render red-tinted outside of d20Pro.
- Judge Image Processing - Fixed issue where rescaling an image would lose transparency.
- Marketplace Improvements - Now prompts to download missing Marketplace key. Otherwise some users may experience problems using previously downloaded content on a fresh install.
- Creature Label - Labels now show correctly to Players.
3.3
- Fog of War Improvements
- Added negative space as on option per Map. In this mode, any part of the Map that is not covered by a Region is automatically hidden from the Players. This prevents the need to create Regions by hand to cover the blank spots on the map that are (typically) out of bounds. Toggle this on and off using a checkbox in the FoW Window.
- Added Draw Mode that allows freeform creation of Regions simply by clicking where you want the Knots. Hold the Shift key to draw straight lines.
- Added Fill (aka Easy FoW) control to Map creation windows that will flood the newly created Map with 1x1 FoW Regions so the Judge may simply hide and show. This feature is primarily for those who preferred the original Fog of War in v3.1 and before. squares on a Map.
- PCGen Importer Enhancements - The PCGen Importer is now fully supported, with attacks and spells. Give it a try!
- Pathfinder Power Attack - The Judge Rules now has an option to configure Power Attack to work per Pathfinder rules.
- Flexible Death Condition
The death condition is now configurable to support 3.5, Pathfinder, 4E and more.
- Negative Value: Creature will die when HP reaches this negative value. Defaults to -10 but may be set to any value <= 0. If set to 0, creatures will no longer get disabled/staggered but die at 0 instead.
- Negative Ability: Creature will perish when HP reaches the negative of the current ability score. Defaults to CON but may be set to any of the six abilities.
- Percent Max: Creature will perish when HP reaches the negative % of Max HP. Defaults to 50% but may be set to any value between 1 and 100 (inclusive).
- The Diehard feat is supported in these 3 modes; the Creature will be Disabled instead of Dying.
- Skill System Improvements -
- The spell effect system now supports modifiers to Skills, similar to how Abilities buffs works.
- When performing a Skill, the Recent list is now pre-filled with the top-ranked Skills.
- No Ability Score - An ability score may now be left blank, allowing for constructs and undead to have no Constitution.
- Import Image Dialogs Have Improved Memory - When importing Creature and Map images, all the settings are now remembered for future use.
- Rotate Picture Default - The Judge Option 'Show rotated Creature picture' is now on by default.
- Suppress Tile Delete Confirmation - Added the Judge Option 'Prompt before deleting a Tile'.
- Improved Linux Support - Updated d20pro.sh to be a professional quality wrapper script with settings in an optional file.
- Map Markers - The Map Markers are now created by simply clicking an open area on the Map. Also includes other usability improvements to Markers, such as markers are not forced to the grid anymore (floating). Each Marker may be toggled to paint above or below the Creatures. Markers now support the full gamut of sizes.
- Library Export
- All: Standardized multi import and export (with the exception of Items). When multiple are selected you now choose to send them all to a single file or create a file per selection in a chosen directory.
- Map: The Judge is now warned if a Map being exported is currently open because changes to the open Map are not reflected in the Library until that Map is closed and the Library copy is overwritten.
- Main Menu Map Improvements - Added icon buttons at the top right of the Main Menu to allow for quickly saving or editing the properties of the current Map. The save action uses the hotkey F12 for extra convenience.
- Bulk Handout Creation - The creation of Handouts now supports a multiple files mode.
- Alter Creature Additions - The Judge's Alter menu now supports bulk reassignment for all selected Creatures to a new image. A bulk replace is also available to make selected Creatures copy any Creature from the Library.
- Creature Labels - Each Creature now has optional Top and Bottom labels that will render above or below it on the Map. To set these use Description tab of the Edit Creature window or via the Alter menu. Labels may be:
- Off: no label will show
- Name: the Creature's name will be shown
- Custom: a custom label will be shown
- Owner: as Custom but only the Judge and that Creature's owner(s) will see
- Judge: a custom label only visible to the Judge
- Marker Labels - Each Map Marker now has optional Top and Bottom labels like Creatures. The only difference is only the first three modes (Off, Name, Custom) are available at this time.
- Optimized Tile Rendering - Tiles that are rotated now render must faster, as they are now cached. Especially for large images (e.g. Scrying Eye's Ships of Fantasy) the render speed should be at least one order of magnitude faster.
- Paint Cells Above or Below Tiles - Painted cells (solid color or with images) may now be placed beneath Tiles. Previously they would always paint on top, preventing you from using a Tile on top of painted cell. This is toggled with a choice box in the Paint Color and Paint Image modes in Draw Tools.
- Connectivity - The Player Client will now quickly display when connection to the Judge's Game is lost.
- Dice - Improved randomness of the dice roller.
- Java 7 Warning - The warning that shows at startup may now be toggled off in Options->General.
- Save/Load Effects - The Save and Load buttons when editing an Effect now preserve the duration and saving throw information. Also, overwriting a saved Effect now works properly.
- Library Interaction - The Map and Creature Libraries have been tuned so any given Map or Creature in the Library can be open at once. Also improved how open Maps are handled when renamed. Multiple file importing is now supported for Maps and Handouts.
- No Rubber Banding - Previously when the Judge sends a game update (or another Player causes one by moving), all other Player's movement would get reset. This has been corrected so the Player's movement will only get reset if that particular Creature make or cancels its move.
- Publicly Owned Creatures - Pressing 'Done' now works for Players controlling publicly owned Creatures.
- Fast Healing and DOT - Fast healing and damage over time now trigger correctly for all Creatures in the Active Roster.
- Improved Marketplace Import - Importing the same Product multiple times will now reuse the existing images rather than duplicate them.
- Typing Boxed Text - Typing in the Boxed Text area no longer gets mistaken for keyboard shortcuts.
- Fog of War - The Paint mode of FoW no longer allows illegal Scale of '0'. Reversed the color of the eye icon in the table to be consistent. Green now indicates that Region is active, concealing that area to the Players. Red means the Region is turned off and the Map and Creatures underneath will appear. The Split operation for Regions has been fixed and should now work properly.
- Handout Library - Fixed where changing name or module was not reflected in an exported Handout.
- Popup Windows - Popup windows will no center correctly whereas before they might have appeared on a different monitor.
- Rotated Images - Fixed certain cases with Java7, where rotated images would be incorrectly colored. Also fixed incorrect rotation in some situations with Creatures on top of Tiles.
- Saving Effects Saving an Effect that overrides an preexisting Effect by the same name now works correctly.
- Skill Effects - An effect that modifies a Skill now works if that Skill does not have an associated ability.
- Strength Penalty - For two-hand and off-hand attacks, a strength penalty to damage is no longer incorrectly multiplied.
- Zero Sided Dice - Zero sided dice now functioning properly again, resulting in a value of 0 in all cases.
- Armor Class and Effects - Effects should now work in all cases, including when Effects have negative values.
- What is My IP - Decoupled IP address lookup from a static approach to a dynamic one so it can be updated without requiring a software release.
- Installer - The Windows installer now remembers prior memory allocation settings.
3.2
- Completely Overhauled Fog of War
- Areas of a Map are now hidden by FoW elements known as Regions. Each Region is a polygon with any number of sides that may or may not be snapped to the grid. Circular rooms and diagonal hallways are now fully supported.
- Visibility Mode: easily toggle Regions between active/inactive to control what Players see
- Manipulate Mode: powerful toolkit to organize and mold Regions to fit your Map
- Paint Mode: quickly introduce new shapes as raw clay to be customized in Manipulate Mode
- Automatic Reveal: optional prompt for revealing Regions on the map on based on Player moves
- PCGen Plugin - Now supports Creatures exported from PCGen, in addition to Hero Lab and Character Builder. Please verify your PCGen install has the template to export in d20Pro-recognized format.
- Sticky Map Tiles - The Map Tile tool now has a sticky mode. When enabled, this causes any Creatures and Items on top of a Tile to stay stuck, moving and rotating accordingly to in relative place.
- Global Creature Control - The Judge may now indicate that a Creature is global, allowing all Players to share control.
- Random Dice Roller - Dice rolled by d20Pro are now significantly more random by use of Java's SecureRandom.
- Marketplace Improvements - Various Look and Feel improvements to the Marketplace.
- Bulk Image Processor - Added Crop and Expert mode to Bulk Image Processor
- Map Usability
- Tiles when placed now maintain their aspect ratio using a configurable pixels per square (DPI) calculation.
- Creatures now pick before Markers when using the default Map instrument. This addressed a usability issue where a Creature would get stuck under a Marker.
- Maps may now be enlarged during game-play, building out the grid in any direction.
- Hosting Games - The Judge's selected port is now displayed when showing the public and private IPs.
- Declare Attacks Faster - The Declare Attacks window now responds immediately when an attack row is pressed, whereas before you would also need to click OK to proceed. When a particular row has multiple Attacks, clicking on the row declares all of them and clicking a single +X button declares just that Attack. Fast mode is used by default but may be toggled in the General Options.
- Creature Menu Button - When a single Creature is selected, a small button appears that will show the Creature Menu, equivalent to right-clicking on that Creature. Does not yet support multiple Creatures. This button will appear by default but may be toggled in the General Options.
- Creature Skills Tab - Now lists the total number of Skill ranks, similar to encumbrance in the Items Tab.
- Protected Content - Protected Content used to show up locked to the Players incorrectly in some situations. This has been fixed and all existing Content should now behave normally.
- Saving & Loading Effects - Loading effects no longer corrupts them when saving as different name.
- Declare Attacks - The buttons that select the attacks no longer chop off large numbers (e.g. +32).
- Game Log - Copy and paste out of the Game Log no longer drops the natural roll of the d20.
- Character Sheet - Fixed sorting of modifiers in the Attack and Skill tables.
- Ability Checks & Effects - Buffs now are accounted for during Ability Check rolls.
- Keyboard Hotkeys - Fixed issue where Alt-Tab would cause some keyboard shortcut keys to be ignored.
- Exporting Not Overwriting - When exporting Maps, Creatures, etc from d20Pro, when the destination file already existed that existing file would not be overwritten. This has been corrected. Fixed issue where Alt-Tab would cause some keyboard shortcut keys to be ignored.
3.1
- Improved d20Pro Content Marketplace
- The Marketplace is now launchable directly from within the Judge's Downloads window.
- Products may now contain Rules files in addition to Creatures, Maps, Handouts, etc.
- Welcome screen greets you and will be periodically updated with what's new and good.
- Judges may download up to 3 products at once, all while running your game.
- Added Delete after import checkbox option.
- Added a Delete All button in the Download window.
- Improved Tile Management
- All Tiles on a Map are now listed in a scrolling table in the Draw Tools window.
- A Tile's visibility may toggled directly from this table.
- The Sink and Raise button allow fine control over how the Tiles layer.
- Tiles may now be locked in place to prevent their inadvertent jostling during play.
- Improved Map Markers
- In addition to geometric shapes, a Marker may now be Icon based. The image shown is is selected from those provided in the new Rules file markers.zip.
- Markers now center in the nearest map square instead of on the edge.
- Improved Keyboard Shortcuts - The entire keyboard shortcut subsystem is rewritten to add additional keys and improve interaction in general. Please refer to the upcoming new and improved help.d20pro.com for a comprehensive list of keyboard shortcuts available in d20Pro. Highlights include:
- Quickly switch between open Maps with Alt-1 through Alt-9
- Easily move and resize Map Tiles with the arrow keys
- Demand and dismiss Windows such as Core Dice, Game Log, Roster, Game Tools and more.
- Swappable Skin - The XML and image files that comprise the look and feel (skin) of d20Pro are now isolated in a new file: ~/res/skin.jar. Open this file with any ZIP utility (or temporarily rename it to .zip) and take a look inside. The laf.xml file contains a variety of settings, such as font size. WARNING: only the advanced (and patient) should attempt modifying the skin.jar directly. Make a backup and if d20Pro fails to start or otherwise misbehaves, revert your change and try again.
- Improved Command Line - The command line now supports partial matches for commands. Also added several new commands. Please type /? or /help in the Game Log for a full list of commands.
- License Purchases - The Purchase License button is no longer incorrectly disabled during an active Trial.
- Memory Management - Fixed out of memory bug in v3.0.0 where Tile images were not being cleaned up properly.
- Command line whatismyip.com - Fixed the /myip command to use the updated whatismyip.com protocol.
- Creature Elevation - A Creature's elevation will now be converted properly if not using 5' squares.
- Initiative Order - Removing Creatures from initiative no longer has the undesirable side effect of advancing game time by 1 Round.
- Spell Effect with AC Deflection Buff - Fixed the Deflection modifier of an effect to persist.
3.0
- d20Pro Content Marketplace - Available by logging in to d20Pro Live, the Content Marketplace is your one stop shop for third-party content.
- Look and Feel Overhaul - New images, colors have been introduced throughout to make d20Pro more consistent and visually appealing. Creatures on the Map may now have their colored team borders turned off in Options->General. This is useful for overhead minis in particular.
- Revamped Image Chooser - The Image Chooser has a new layout that should make browsing for images much more enjoyable.
- Individual Dice Rolls - When rolling multiple dice, the individuals are now shown in addition to the total.
- Map Marker Improvements - The Map Marker system has been improved. Creation and editing of Markers is now centralized to the Game Tools window and there are new buttons to easily find Markers and use their descriptions as box text. Markers may also be selected from the default mouse mode to easily access them during a game. Markers also now have additional size and shape options.
- Handout Gump Best Fit - Image handouts now default to a best fit mode.
- Customizable Game Log Colors - The Game Log now features more color highlighting. These colors may also be customized by modifying the gamelogcolors.txt file found in ~/judge/pref and ~/player/pref. If this file does not exist, run d20Pro as Judge or Player and it will be created. You must restart for changes to this file to take affect. An in app GUI will be released in the near future to make color customization easier.
- Private Message Improvements - Tells no longer play a chime for all Players to hear.
- Play sound when player talks in character
- Change Elemental Resistance Edit page to more functional Table
- Increased Zoom Levels - Added more granularity to the Map zooming. This primarily to accommodate more exact alignment of projected maps to 1in squares.
- Character Sheet Additions
- Alignment
- XP
- Dodge AC
- Class Delete Button
- Server Status Page - When d20Pro is unable to connect to d20Pro Live, a dialog appears that shows the status of the Server. This will help differentiate between a specific connection problem and a widespread one.
- Java 7 Support
- Handout Images Now Handling Case - Image detection using extensions is now case insensitive.
- Prevent Creation of Map Marker Off Map - Attempting to create a Marker off the Map will cause it to appear on the nearest edge instead.
- Native File Chooser Hanging [Windows only] - Due to unforseen problems with a recent Java release that caused the native Windows file chooser to hang, the native mode is no longer the default. Also a confirmation dialog appears when attempting to turn this option on to warn of the potential problem.
- Team Colors Hiding Creature Name - Alternate colors are used to provide better contrast with dark Team colors.
- Attack Confirmation Negative Value - Negative value now displays correctly
- Public IP Address Detection - Now works with the updated whatismyip.com web service.
- New Handout Names - When creating a new Handout, the name is no longer forced to lowercase.
- Game Log
- The Game Log now shows the first tab on startup instead of the last.
- Rolling damage with dice with 0 sides now appears in Game Log.
- Choose Skill - Fixed bug when no Skills in skills.txt had the 'Other' category.
- Editing Feats - The Edit Creature screen now gracefully handles attempts to create a duplicate Feat through the Custom button.
2.4
- Creature Status Improvements Creature Status is now managed in its own window. After selecting one or more Creatures, right-click or press the 'U' hotkey. Status icons are displayed in a scroll pane to support unlimited numbers of them. Note that when a check is grayed out that means some of the selected Creatures have that status while others do not. These assignments will not change unless you toggle that check to either fully on or off.
- Creature Reveal Damage Improvements
Whether Creature damage to revealed creature damage is now set to one of the following modes:
- All: all Creatures will show their damage on both the Judge and all Players.
- Team + dead or dying: Includes any creature < 0 hit points along with Player owned and Team creatures.
- Player owned and team: show damage for only Creatures owned by a particular Player
or Creatures on the same team as a Creature owned by that Player.
- Player owned: show damage only for Creature owned by the particular Player.
- Judge only: show damage only to the Judge.
- None: no Creatures will show damage to either the Judge or Players.
- Attack Roll Override - The Judge may now click on an attack or critical confirm roll to override it. This is useful for both Players who wish to roll analog at the table as well as Judges who wish to fudge their rolls.
- Stacked Creature Improvements - Now when a Creature is up in initiative it will display on top of other Creatures. Also when a Player clicks on a Creature in the Roster, that Creature will always stay on top.
- Bulk Image Processor - This powerful new convenience utility provides operations handy for optimizing images used with d20Pro. Currently four operations are available:
- Make Square: useful for Creature and Item tokens that aren't a perfect square
- Set Rotation: useful for overhead tokens that point down instead of up
- Offset: useful for Map images where the grid does not align with the origin
- Resize: useful for rescaling large Maps so use less memory and transmit to Players faster These operations will then be applied to the chosen file or directory. For best results use this tool on images before introducing them to d20Pro. Activate this tool by clicking Process Images... in Options->Judge.
- Print Creature to HTML (Beta) - Creatures may now be printed to HTML that will open in your default Web browser. The template used is chosen in the Options->Rules and may be configured aftermarket. These template files may be found in ~/res/templates/print.
- Creature Facing Improvements - Creature facing now shows in the Roster when Show rotated Creature picture is selected. Also fixed a rendering issue with rotation when the map was zoomed all the way out.
- Hero Lab Importer Improvements - Important Note: Be sure to also update your Hero Lab to gain all these features.
- Images from the Gallery are now imported. The first image in the Gallery, if present, will become the image for the imported Creature.
- Class skills are now recognized.
- More comprehensive Attack logic o Better detection of weapon type Slashing Bludgeoning and Piercing o Weapon material types o Alignment types (Holy adds Good, Axiomatic adds Lawful etc.) o Extra damage added for: Flaming, Frost, Corrosive, Shock, Burst Types, Merciful, Vicious o Maintains old logic for older Hero Lab files.
- Handle Archetypes by placing the Archetype in the Notes section
- Miscellaneous AC modifier bug fixed
- Filterable Item Tables - All Item tables now provide a filter area.
- Sortable Tables - All tables in d20Pro are now sortable by clicking in the table header. Each header has three modes: natural, small to large, and large to small. You may sort multiple columns at once by using control-click.
- Map Template Additions - Added Square Burst and Square Blast for greater variety.
- Attack Improvements - New tooltips on Declare Attacks and Resolve Damage for name, qualities, and target DR. New attacks now default +6/+1 to No. Attack damages may now be set to have no qualities (e.g. slashing).
- Automatic Broadcast Option - Found in Options->Judge, selecting Broadcast game when a Player connects will automatically issue broadcast whenever a Player connects to the game.
- Launching d20Pro Improvements - Now when d20Pro starts the following will be verified:
- Java Installed Check: if Java is not available on the path a message will display.
- Java Version Check: if an unsupported version of Java is used a message will display.
- File System Check: if d20Pro can't write to the file system a message will display.
- Installer Improvements (Windows)
- Memory settings are now configurable from within the installer for initial setup. Or simply run the Update Installer on top of your existing installation to modify the memory configuration.
- Improved uninstaller that will only remove files and folders introduced by d20Pro. Will also prompt if you wish to retain or delete your Campaign files.
- Loading Effects - Loaded Effects now remember their type whereas before they reverted to unnamed.
- Spell Casting - The 9th level spells are now available via the Choose Spell interface.
- Feat Editing - Layout issues with adding and removing Feats have been addressed.
- Item Table Count - The # column used to track the number of a particular item now accepts valid values.
- Removed Obsolete Spell Action - The obsolete popup menu option Add/Remove Selected in the Spell table was removed.
- Tile Resize Dialog - The resize dialog now uses its current size instead of defaulting to 2x2.
- The Close Map window now centers properly.
2.3
- Launch Player directly from Infrno - The Infrno.net social network and gaming website now provides the option to enable d20Pro games. Once a game is enabled as d20Pro, players logged on to Infrno will have a Launch d20Pro link that will generate a XML file that provides the necessary information for d20Pro to connect to that game. Users on the Windows OS will find their most recently installed d20Pro will recognize this file and open it directly from their browser. Enhanced file type support is coming soon for other operating systems. In the meantime download the file instead of opening it, start d20Pro, click Player then click the Advanced button and then click Open Launch File... and choose the file you just downloaded. The file's information will be loaded so then click the green check mark to join the game.
- Creature Status - Creatures may now be assigned status icons. Any image files found in the
/judge/campaigns/ /res/ManuallySpecified/status.zip will be available as a status in the Alter->Status menu by right-clicking a Creature. - Creature Facing - Creatures may now be assigned facing. The Judge must enable facing by going to Options->Judge and selecting one (or both) of Show rotated Creature picture or Show rotated Creature arrow. Creatures may be rotated 45 degrees left or right by highlighting them and pressing [ or ]. Creatures may also be rotated via the context menu using the new Rotate sub-menu. Please note that the Creature resize keys have moves to { and }.
- Configurable Fast Skills - The 3 skills in the Action menu used to be hardcoded to Move Silently, Hide, and Tumble. These may now be fully customized to your favorite 3 skills for your favorite ruleset. Go to Options->General and to configure your options.
- Toggle to Display Creature Damage - Judges may now hide % damage information from their players. Go to Options->Judge and deselect Show Players extend of Creature damage. Now Players will no longer see the red bar of damage or when a Creature reaches 0 hit points. Players will see when a Creature drops below 0 and at or below -10 hit points. Note that Players will always see all information for Creatures they are assigned ownership of.
- Change Grid and Background Color on Existing Map - The Judge may now alter the grid and background color for an open Map. Select Draw Tools from the Main Menu then click on the Draw button (the first on the left). Click the Edit Map Properties... button and select the desired colors. Please note that support for resizing the Map is not available yet but is coming soon.
- Create New Campaign Button - When running d20Pro and choosing Judge, there is now a Create Campaign... button after you click the Advanced button. This convenience feature creates a new (empty) Campaign folder that you may begin populating with images, rules, and other data.
- Updated Command Line Options - Gamers may enter /help in the GameLog for the complete list of available options.
- Opaque Windows - This setting, found in Options->General, allows you to turn off the transparent background of the floating Windows. Checking this option may improve performance.
- Exit Prompt - Exiting d20Pro will now show a confirmation dialog first. Go to Options->General and uncheck Confirm on Exit to disable the prompt.
- Handouts Now Portable With Campaign - File based Handouts now store a copy the file data so they are full portable with the associated Campaign folder. If you modify the source file you will need to recreate the Handout to reflect this change. An ability to update a file based Handout is coming soon.
- Multiple Map export is back - Multiple Maps may now be exported at the same time to a single file.
- Mac Command-Q Handled Properly - Mac OS X specific support has been added to properly route the Command-Q action to exit d20Pro normally. Previously using Command-Q would exit without saving the game.
2.2
- Creature Importer Plugin System - Import Creature functionality now functions within a plugin environment. Simply drop a new ImportCreaturePlugin file in
/judge/plugins/ and it is immediately available via the Import button in the Creature Library. Plugins previously included are now provided out-of-the-box as stock Plugins. This plugin system allows the d20Pro Team to react much more rapidly when third parties make changes to their formats. This also opens the door for hobby developers to write their own custom d20Pro ImportCreaturePlugin classes. - Customizable Stats Tab for Character Mini Window - The information displayed in the Stats tab in the Mini window can now be customized by editing files found in
/judge/campaigns/ /res/ManuallySpecified/stats.zip and by adding special tags to the notes section of the creature. - Campaign Folders - Judges now have multiple 'campaigns' stored in d20Pro that use customized skill lists, feat lists, character classes, etc. The Judge chooses which campaign they will be using from a drop-down list below the alias before starting the game. d20Pro must be restarted to change campaigns. This feature eliminates the need to maintain multiple installations of d20Pro which use different customized lists.
- More Robust Critical Hit System - You can now add extra damage on critical hits and this damage can by a specified type. (e.g. a flaming burst weapon can deal deal +1d10 fire damage on a critical).
- Streamlined Game Setup - Options to change communication port and set a game password are now hidden by default to avoid any confusion during game setup. Clicking on the Advanced button will toggle access to these options.
- Importer for Pathfinder Bestiary - Added ability to import creatures from Hero Lab's Pathfinder Bestiary add-on.
- Automatic Quick Save During Initiative - In the Judge pane of the Options window there is now an option to Quick Save after every initiative change in combat.
- Triple-Click works as Right-Click - Triple clicking on a creature on the map or in the roster should simulate a right-click.
- Map Marker Improvements
- When a Judge drags a marker it will broadcast automatically
- Player made changes will now 'stick' whereas before the changes would be lost when dragging
- Organized Map Marker table
- Map Markers now show information in a tooltip
- Notes in Story Tab - If a player owns a creature, everything in the Notes section of that creature's character sheet will be displayed at the bottom of the Story tab in the creature's Mini-Window.
- Critical Hit Max Damage - An attack can be created to do maximum damage on a critical hit by setting the critical hit modifier to �x1�. Instead of x1 this now reads MAX to better indicate its functionality.
- Placing Tiles on Top of Each Other - Use Ctrl-Click to force place a Tile on top of another tile.
- Duplicate Tiles Will Retain Previous Tile's Size - When placing multiples of the same tile on a map the new tiles will no longer sometimes revert to the default 2x2 size but will keep the same size as the previously placed tile. You can still change the size of the new tiles before placing them.
- Original Value for DR and ER Displayed Correctly - The Attack Resolution Damage window previously displayed the damage modified by DR and ER in both the modified and unmodified boxes. The original, unmodified damage will now be displayed correctly so the Judge can make the correct changes if necessary.
- Reflex Saves to Negate Damage Working - Effects which allow a reflex save to negate damage are applying half damage if the save is made. These Effects will not apply damage now if the reflex save is made.
2.1.1
- Importing image should result in it being chosen - When assigning an image for a Creature or Item, importing a new one will now select it immediately
- Creature added to map should be active by default - Previously new Creatures weren't in initiative by default.
- New elemental types
- Updated Creature importer (WOTC)
- Rectangular tiles don't rotate correctly - The new tile rotation feature now works for non-square tiles
- Windows 7 UAC error asks user if program was installed correctly.
- Hitting Esc hangs Edit Creature dialog
- Underscores in usernames now supported
- Improve rendering of shortcut keys in menu items
- Edit Creature abilities area too short for HP content
- Added missing commands to /help action
- Patch installer no longer append d20Pro to path
2.1
- Combined Game Log and Chat - Configure multiple tabs, each a Subscription to various types of Channels. Player to Player tell is now supported using the /tell command. Type /help for more information.
- Enhanced scaled Tile management - The Manage Tiles Draw Tool has been rebuilt with far improved interaction for repositioning and resizing. Also Tiles may now be rotated and made invisible to Players.
- Roster Overhaul - The Roster now shows Active and Passive Minis at the same time. A Mini may be dragged from one to the other to toggle and one area may be hidden.
- Zero Dice - If the number of dice is 0 then only compute modifiers with effects. Likewise for 0 sides, the final result will always be 0 including effects.
- BAB override feature - A Mini may now be assigned a hardcoded BAB rather than the one calculated based on levels.
- Last Attack - Pressing Q or using a Mini's context menu to repeat the prior attack.
- Use Abilities now directly via Mini context menu
- Numerous 3rd-party importer improvements
- Refined attack sequence
- Refined Team names and colors
- Split Tools Menu - The Judge Tools menu is now split logically into Game Tools and Draw Tools.
- Simplified Creature import and export - Browse directly to the desired Creature file now instead of fixed location.
- Hint popups - Both Random and Context hints have been added and will be flushed out further in future releases. Popups may be disabled in General Options.
- Newly skinned Start and Popup menus
- Various Skin touchups - Introduced new icons and graphics. Please pardon the work in progress.
- Judge and Player launch now integrated within d20Pro Live
- Password reset
- Frames now remember position and if they were previously shown
- Dex modifier fixed for flat-footed Mini
- Wizard spell book has multi-select and wild click proofing
- Fog of War now renders black in all cases.
- Renamed a Mini's 'Quick Notes' to 'Annotation'
- Mini's speed now supports large values - And speed will now convert automatically based on the units. Multiple speed types are coming soon.
- Corrected the unexpected black background issue
- Additions and corrections to the built in classes.txt
- Help hotkey (F1) restored
2.0.3
- Show effect status icon - Minis will now display a special icon to indicate they are under 1 or more effects.
- Active Effects Window (Judge) - All active Effects are now summarized in the Active Effects Window. If you have any effects in play, open this Window for fine tune control over the Effects and the Minis they effect.
- Movement measure modification - You may now configure diagnoals to count as 1 or 1.5. This toggle is found in Options->General next to the Units combo.
- Max crit multiplier - A weapon's critical multiplier may now be set to MAX if you want max damage on a critical hit.
- Ability to change passwords & email - You may now change your password or email in the software. Password reset is coming soon.
- Creature Import/Export refinement - Additional text added to explain how creature import / export currently works. Expect further improvements to this usability soon.
- Mac specific tuneups - Holding down the option (alt) key now simulates a right-click. Also some rendering issues with buttons have been addressed. Expect even more Mac improvements soon.
- Native file chooser for Windows - Option for Windows is to use the native file chooser. This is recommended for Windows users as there is a known issue with Java's file chooser that can cause the application to hang in certain circumstances. This toggle is found in Options->General.
- Window X now closes and downward triangle hides. Previously the X would always hide. The X button on the Window frame would previously hide the Window. Now the X will close the Window and any tabs open within it are discarded. The hide functionality is now available through the downward triangle button to the left of the Window's title.
- New starter content - More starter graphics have been provided.
- Improved File Exports - File extensions are now applied by default.
- System messages that used to pop up in Decision Window now go to Game Log Window. Certain status messages used to pop up in the Decision Window. These now are routed to the Game Log. Expect more improvements to this system in the near future.
- Streamlined dice roll hiding - The Judge now has a single toggle button that controls whether or not Judge rolls are shown to Players. A roll generated by a Player will always be shown to all Players.
- Creature Library not refreshing after import - The Creature Library should now accurately reflect its contents after importing a creature.
- When in draw mode, a right-drag draws on that square - Previously the right-drag would inadvertently paint in that square.
- Minis owned don't get their dice results - Players will now always see dice results for Minis they control.
- Creature Window loses Special Abilities - Fixed bug where toggling between multiple Minis in the Mini Window would cause the Abilities to be listed incorrectly.
- Draw console fails when no map open - Bringing up the Draw Console in the Tools Window no longer has a problem is no maps are open.