Releases: fantasycalendar/FoundryVTT-Sequencer
Releases · fantasycalendar/FoundryVTT-Sequencer
3.4.4
- Canvas Pan - Added support for named locations with in-sequence crosshairs
- Scrolling Text - Added support for named locations with in-sequence crosshairs
- Effects - Fixed effects that should have been invisible to users being visible when utilizing
.attachTo()
withbindVisibility
set totrue
(Thanks Codas!) - Effects - Fixed
.file()
with specific range-based effects not correctly using the default grid template data (Thanks Codas!) - Effects - Fixed
.aboveLighting()
being above lighting but not over certain elements - Effects - Fixed some effects sticking around on tokens even after being deleted
- Effects - Added missing
anchor
documentation to the.text()
method
3.4.3
- Sequencer - Fixed slight performance issue with the Sequencer layer querying mouse position even when not active (thanks Codas!)
- Effects - Fixed
.shape()
and.text()
not working on effects without an underlying sprite (thanks Codas!) - Effects - Fixed
.xray()
not working (thanks Codas!) - Effects - Fixed
.screenSpace()
not working due to upgrades to.animateProperty()
messing with sprite width and such - Crosshairs - Fixed
displayRangePoly
not working due to missing import
3.4.2
3.4.1
3.4.0
- Sequencer - Added support for custom FPS for flipbooks through an
_fps
database tag - Sequencer - Added support for spritesheet type effects through linking the spritesheet
.json
manifest in the database - Sequencer - Added a just-in-time compiler to transform webm video-based effects to gpu-optimized spritesheets
- This greatly improves performance when many instances of the same persisted effects are playing at once
- Persisted effects are automatically transformed to spritesheets in background threads. Once the compiled spritesheets are available, video effects are seamlessly replaced with spritesheets, greatly reducing the overhead for video decoding for those effects. Depending on size of the effect, spritesheet generation is expected to take anywhere from 5 seconds to 90 seconds. The size of generated Spritesheet textures is limited to 8192x8192px to maximize compatibility and limit memory usage
- Generated spritesheets are cached client-side in a semi-persistent, file-based browser cache
- Spritesheet generation for video files is only supported in trusted contexts (meaning https or hosted and connected locally on the same machine). This is a hard limitation by the browser vendors and not expected to be lifted in the future
- Sequencer - Tweaked
Sequencer.Presets.get()
to support fall-backs to lower-complexity named entries- If you have added a preset named
spell.ranged
and attempt to get a non-existentspell.ranged.fire
, it will return thespell.ranged
entry as a fallback - You can enable the previous behavior by passing
true
as a secondary argument, which causes the method to require an exact match
- If you have added a preset named
- Crosshairs - Added
displayRangePoly
to.location()
and theSequencer.Crosshair.show()
API - Crosshairs - Fixed some minor crosshair issues surrounding utilizing them for effects
- Crosshairs - Fixed
Sequencer.Crosshair.collect()
not working correctly with some crosshair shapes - Effects - Fixed flipbook animations framerate being tied to canvas FPS
- Effects - Fixed offset from
.rotateTowards()
applying to the source location instead of the target - Effects - Fixed effects with added text and
.rotateTowards()
having their anchor point moved to an unexpected location - Effects - Fixed persisted
.stretchTo()
effects not correctly looping the effect in certain cases - Effects - Fixed
.loopOptions()
not working correctly for persisted effects when combined with.timeRange()
- Effects - Fixed
.scaleOut()
end value being multiplied by a potentially set.scaleIn()
value.scaleIn(0.25).scaleOut(2)
now scales the effect in from 0.25 to 1. Plays the animation at 1x size and then scales the animation out to 2x default animation size. Previously, the animation would scale out to 0.5x the default effect size.
- Effects - Fixed
attachTo()
not working on in-flight crosshairs
Big thanks to Codas for his incredible work on the just-in-time compiler, general optimizations, and many fixes! Please support him at the following link: https://ko-fi.com/Codas
3.4.0 alpha 2
- Sequencer - Added support for custom FPS for flipbooks through an
_fps
database tag - Sequencer - Added support for spritesheet type effects through linking the spritesheet
.json
manifest in the database - Sequencer - Added a just-in-time compiler to transform webm video-based effects to gpu-optimized spritesheets
- This greatly improves performance when many instances of the same persisted effects are playing at once
- Persisted effects are automatically transformed to spritesheets in background threads. Once the compiled spritesheets are available, video effects are seamlessly replaced with spritesheets, greatly reducing the overhead for video decoding for those effects. Depending on size of the effect, spritesheet generation is expected to take anywhere from 5 seconds to 90 seconds. The size of generated Spritesheet textures is limited to 8192x8192px to maximize compatibility and limit memory usage
- Generated spritesheets are cached client-side in a semi-persistent, file-based browser cache
- Spritesheet generation for video files is only supported in trusted contexts (meaning https or hosted and connected locally on the same machine). This is a hard limitation by the browser vendors and not expected to be lifted in the future
- Sequencer - Tweaked
Sequencer.Presets.get()
to support fall-backs to lower-complexity named entries- If you have added a preset named
spell.ranged
and attempt to get a non-existentspell.ranged.fire
, it will return thespell.ranged
entry as a fallback - You can enable the previous behavior by passing
true
as a secondary argument, which causes the method to require an exact match
- If you have added a preset named
- Crosshairs - Added
displayRangePoly
to.location()
and theSequencer.Crosshair.show()
API - Crosshairs - Fixed some minor crosshair issues surrounding utilizing them for effects
- Effects - Fixed flipbook animations framerate being tied to canvas FPS
- Effects - Fixed offset from
.rotateTowards()
applying to the source location instead of the target - Effects - Fixed effects with added text and
.rotateTowards()
having their anchor point moved to an unexpected location - Effects - Fixed persisted
.stretchTo()
effects not correctly looping the effect in certain cases - Effects - Fixed
.loopOptions()
not working correctly for persisted effects when combined with.timeRange()
- Effects - Fixed
.scaleOut()
end value being multiplied by a potentially set.scaleIn()
value.scaleIn(0.25).scaleOut(2)
now scales the effect in from 0.25 to 1. Plays the animation at 1x size and then scales the animation out to 2x default animation size. Previously, the animation would scale out to 0.5x the default effect size.
- Effects - Fixed
attachTo()
not working on in-flight crosshairs
3.4.0 alpha 1
- Sequencer - Added support for custom FPS for flipbooks through an
_fps
database tag - Sequencer - Added support for spritesheet type effects through linking the spritesheet
.json
manifest in the database - Sequencer - Added a just-in-time compiler to transform webm video-based effects to gpu-optimized spritesheets
- This greatly improves performance when many instances of the same persisted effects are playing at once
- Persisted effects are automatically transformed to spritesheets in background threads. Once the compiled spritesheets are available, video effects are seamlessly replaced with spritesheets, greatly reducing the overhead for video decoding for those effects. Depending on size of the effect, spritesheet generation is expected to take anywhere from 5 seconds to 90 seconds. The size of generated Spritesheet textures is limited to 8192x8192px to maximize compatibility and limit memory usage
- Generated spritesheets are cached client-side in a semi-persistent, file-based browser cache
- Spritesheet generation for video files is only supported in trusted contexts (meaning https or hosted and connected locally on the same machine). This is a hard limitation by the browser vendors and not expected to be lifted in the future
- Effects - Fixed flipbook animations framerate being tied to canvas FPS
- Effects - Fixed offset from
.rotateTowards()
applying to the source location instead of the target - Effects - Fixed effects with added text and
.rotateTowards()
having their anchor point moved to an unexpected location - Effects - Fixed persisted
stretchTo
effects not correctly looping the effect in certain cases - Effects - Fixed
.loopOptions()
not working correctly for persisted effects when combined with.timeRange()
- Effects - Fixed
.scaleOut()
end value being multiplied by a potentially set.scaleIn()
value.scaleIn(0.25).scaleOut(2)
now scales the effect in from 0.25 to 1. Plays the animation at 1x size and then scales the animation out to 2x default animation size. Previously, the animation would scale out to 0.5x the default effect size.
- Effects - Fixed
attachTo()
not working on in-flight crosshairs - Crosshair - Fixed some minor crosshair issues surrounding utilizing them for effects
Big thanks to Codas for his incredible work on the just-in-time compiler, general optimizations, and many fixes! Please support him at the following link: https://ko-fi.com/Codas
3.3.8
3.3.7
- Sequencer - Fully removed custom PIXI filters in favor of dedicated Sequencer implementation
- Crosshairs - Added
.width()
for ray-type crosshairs - Effects - Added
screenspace
(boolean) parameter to.animateProperty()
and.loopProperty()
- This makes the values used in these methods for position, width, or height to take the screen-size into account, meaning an
.animateProperty()
with the x position going from 0.0 to 1.0 will have the effect move from the left side of the screen to the right
- This makes the values used in these methods for position, width, or height to take the screen-size into account, meaning an
- Effects - Fixed
.screenSpace()
effects not supporting animating their width when.screenSpaceScale({ fitX: true, fitY: true })
was set - Effects - Fixed
.screenSpaceAboveUI()
not correctly setting its renderable status when effects were played on its layer (thank you Codas!) - Effects - Fixed
.shape()
not being affected by.fadeIn()
,.fadeOut()
, or.opacity()
(thank you Codas!)