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Releases: fantasycalendar/FoundryVTT-Sequencer

3.4.7

02 Dec 19:13
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  • Effects - Fixed .stretchTo(target, { attachTo: true }) with range-finding effects not properly preloading its different files
  • Effects - Fixed .playbackRate() not working well with .fadeOut() and similar out animations
  • Effects - Fixed .stretchTo's tiling option not working on scenes with non-100px grid sizes (thanks Codas!)
  • Sequencer - Updated Polish localization (thanks Lioheart!)

3.4.6

29 Nov 17:04
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  • Effects - Added effect as a valid .animateProperty() and .loopProperty() target
  • Effects - Added sourceOffset and targetOffset to .animateProperty() and .loopProperty() property target
    • This is used as such: .animateProperty("effect", "targetOffset.x", { from: 0, to: 200, duration: 5000 })
  • Effects - Deprecated .from() in favor for .copySprite() which is a more descriptive method name
  • Effects - Fixed anchor not being optional for .shape() (Thanks Codas!)
  • Effects - Fixed scale() for tiling textures using stretchTo() overly stretching the effect (Thanks Codas!)
  • Effects - Fixed some issues with caching of generated spritesheets (Thanks Codas!)
  • Effects - Disabled spriteshet generation for animated tiling textures - too many visual defects at the moment (Thanks Codas!)
  • Sequencer - Fixed audio controls in the Sequencer Database viewer (Thanks Vauxs!)
  • Sequencer - Added audio filtering in the Sequencer Database viewer (Thanks Vauxs!)
  • Crosshairs - Fixed issue with updateCrosshair causing label text to break the canvas

3.4.5

23 Nov 16:34
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  • Effects - Added anchor as an optional argument to .shape() (see docs)
  • Effects - Fixed .shape() not working if no .file() was used with .screenSpace() and .screenSpaceScale({ fitX: true, fitY: true })
  • Effects - Fixed calculation of dimensions for canvas tiles (thanks Codas!)
  • Effects - Fixed spritesheets generated by just-in-time conversion not having the correct framerate (thanks Codas!)
  • Effects - Fixed .stretchTo() not having the correct scale after using .scale()
  • Crosshairs - Fixed Sequencer.Crosshair.collect() being broken due to missing import

3.4.4

10 Nov 17:37
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  • 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() with bindVisibility set to true (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

29 Oct 20:57
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  • 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

26 Oct 07:45
cd586b0
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  • Effects - Fixed canvas breaking after playing some types of effects

3.4.1

25 Oct 20:52
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  • Effects - Fixed effects with internal loops not playing & looping correctly (thanks Codas!)
  • Effects - Tweaked just-in-time spritesheet generation to not scale resulting spritesheets as much (thanks Codas!)

3.4.0

24 Oct 09:45
adcf822
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  • 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-existent spell.ranged.fire, it will return the spell.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
  • Crosshairs - Added displayRangePoly to .location() and the Sequencer.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

22 Oct 16:41
43a3081
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3.4.0 alpha 2 Pre-release
Pre-release
  • 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-existent spell.ranged.fire, it will return the spell.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
  • Crosshairs - Added displayRangePoly to .location() and the Sequencer.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

20 Oct 07:59
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3.4.0 alpha 1 Pre-release
Pre-release
  • 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