|
|
- ## 1.13.2
- ### Bugfixes
- - Fixed a bug that prevented pathfinding on hex to work when the hex size support module is not installed
-
- ## 1.13.1
- ### Bugfixes
- - Fixed a bug that caused large hex tokens to not snap correctly
- - Fixed a bug that prevented Drag Ruler from working on hex grids at all if the Hex Size Support module is enabled
- - Fixed a bug that prevented Enhanced Terrain Layer from determining dragged moving token
- - Fixed several deprecation warnings
-
- ### Translations
- - Updated the english text for several UI items
- - Updated the german translation
- - Updated the french translation (thanks rectulo!)
-
-
- ## 1.13.0
- ### Breaking changes
- - Drag Ruler's pathfinder has been extracted into a dedicated library module. If you'd like to continue to use Drag Ruler's pathfinding feature, please install [routinglib](https://foundryvtt.com/packages/routinglib) alongside Drag Ruler.
- - Drag Ruler's API no longer supports the function `getCostForStep`. Instead, module authors are asked to use [Enhanced Terrain Layer's game system integration API](https://github.com/ironmonk88/enhanced-terrain-layer/blob/main/README.md#integrating-game-system-rules) to introduce game system specific terrain rules.
-
- ### New features
- - Drag Ruler's pathfinding will now be running as a background task. This means that Foundry will no longer freeze while Drag Ruler is calculating a path.
- - Drag Ruler's pathfinding will now take difficult terrain into account on griddes scenes
-
- ### Bug fixes
- - Fixed a bug that would cause gridless snapping to snap slightly below the allowed range
-
- ### Compatibility
- - Drag Ruler is now compatible with Foundry VTT v10
- - Drag Ruler's compatibility with the Wall Height module is restored
-
-
- ## 1.12.8
- ### Bugfixes
- - Fixed a bug that could cause grid cells to be highlighted in the wrong color
-
- ### Compatibility
- - Fixed an interaction with the Wall Height module that could allow players to walk through walls
-
-
- ## 1.12.7
- ### Bugfixes
- - Fixed a bug that caused measurement templates to only snap to the corners of the grid (this was a regression introduced in 1.12.5)
-
-
- ## 1.12.6
- ### Bugfixes
- - Measured templates no longer snap to a virtual grid on gridless scenes (this was a regression introduced in 1.12.5)
-
-
- ## 1.12.5
- ### Compatibility
- - Drag Ruler is now compatible with DF Template Enhancements
-
-
- ## 1.12.4
- ### Bugfixes
- - Fixed a bug that could cause Drag Ruler to override the default ruler color on other player's clients
-
-
- ## 1.12.3
- ### Bugfixes
- - Fixed a bug that could cause foundry to freeze indefinitely when trying to pathfind to an unreachalbe location (thanks to JDCalvert)
- - Fixed a bug that caused the pathfinder to route through one-directional walls from the wrong direction (thanks to JDCalvert)
- - Fixed a bug that could cause Drag Ruler to write errors into the JS console during regular usage
-
- ### Compatibility
- - Drag Ruler's generic speed provider is now aware of good defaults for DnD 4th Edition
- - Drag Ruler's pathfinder should now be compatible with the Wall Height and Levels modules (thanks to JDCalvert)
-
-
- ## 1.12.2
- ### Bugfixes
- - Fixed a bug where the pathfinder on gridless scenes sometimes wasn't able to find a way around corners with specific angles
- - Pathfinding will now be disabled when the hotkey to move tokens without animation is being pressed, to allow GMs to move their tokens through walls
-
-
- ## 1.12.1
- ### Hotfix
- - Version 1.12.0 was incorrectly packaged, which caused it to fail to load
-
-
- ## 1.12.0
- ### New features
- - Pathfinding is now supported on gridless scenes
-
-
- ## 1.11.5
- ### Bugfixes
- - Fixed a bug that was causing Drag Ruler to spam useless warnings into the console (this was a regression introduced in 1.11.4)
-
-
- ## 1.11.4
- ### Bugfixes
- - When changing the measurement mode via a keybinding (toggle snaping or toggle pathfinding) the updated ruler will now be sent to other players immediately
- - Fixed a bug that incorrectly showed a ruler to be snapped to other players despite the ruler not being snapped
- - Fixed a bug that could cause a token to move to an incorrect location if the token was being dragged and dropped very rapidly
- - Drag Ruler's token movement animations can now be properly waited for (this improves the interaction with modules like sequencer)
-
- ### Translation
- - Updated Spanish translation (thanks to Viriato139ac#342)
-
-
- ## 1.11.3
- ### Bugfixes
- - The setting to automatically start pathfinding is now visible to players again (this was a regression introduced in 1.11.2)
- - Fixed a bug that would show the measurements of other players as if they were using the pathfinder, even if they were not using it.
-
-
- ## 1.11.2
- ### Bugfixes
- - Fixed a memory leak that could cause the rule to slow down after using the pathfinding functionality for a while
-
- ### Misc
- - GMs are now always allowed to use the pathfinding tool. The setting now only prevents players from using it.
-
- ### Compatibility
- - Drag Ruler's generic speed provider is now aware of good defaults for Dungeonslayers 4
-
-
- ## 1.11.1
- ### Bugfixes
- - Fixed a bug that would cause the pathfinding algorithm to make tokens of size 2 and 4 to take an unnecessary step
-
-
- ## 1.11.0
- ### New features
- - Drag Ruler now supports pathfinding. Pressing the assigned button will automatically calculate the shortest route to the point you're dragging your token to and add the necessary waypoints to the ruler.
- - This feature is only available for gridded maps
- - This feature can only be used if it's enabled by the GM in the module settings
- - The routing algorithm *does not* take difficult terrain into account
-
-
- ## 1.10.3
- ### Compatibility
- - This release contains changes required to be compatible with Foundry 9.245
-
-
- ## 1.10.2
- ### Bugfixes
- - Fixed a bug that could cause squares to be highlighted in the wrong color when using waypoints on a 5/10/5 gird
- - When using Token Drag Vision, the temporary vision is now correctly cleaned up when dropping the token (resolves a conflict with the "Perfect Vision" module)
-
-
- ## 1.10.1
- ### Bugfixes
- - Fixed a bug that caused keybindings to break if no scene is active
-
- ### Translation
- - Updated Spanish translation (thanks to Viriato139ac#342)
-
-
- ## 1.10.0
- **BREAKING** Drag Ruler 1.10.0 and onward cannot update directly from Drag Ruler versions older than 1.3.0. If you've been using Drag Ruler 1.2.2 or earlier in your world make sure to update to any Version between (inclusive) Drag Ruler 1.3.0 and 1.9.1, launch your world and log in as GM at least once. After doing so you can safely update to v1.10.0 or newer versions. Updating directly from 1.2.2 or older to 1.10.0 or newer will cause Drag Ruler to forget your Speed Prover Settings.
-
- ### New features
- - Drag Ruler's key bindings can now be assigned to custom keys by the user
- - Measuring difficult terrain on gridded maps with euclidean grid rule is now supported (for this to work the `Terrain Ruler` module needs to be enabled)
-
- ### Compatibility
- - Drag Ruler now supports Foundry v9
- - Drag Ruler now utilizes libwrapper to increase interoperability with other modules
-
- ### Translation
- - Added french translation (thanks to Elfenduli)
- - Updated japanese translation (thanks to touge)
-
-
- ## 1.9.1
- ### Bugfixes
- - Fixed a bug that caused the ruler to misbehave or not show up at all if the speed provider isn't configured (this was a regression introduced in 1.9.0)
-
- ### Translation
- - Updated the spaish translation (thanks to Viriato139ac#342)
-
-
- ## 1.9.0
- ### New features
- - On Gridless scenes, tokens can now snap to their speed limits, to make full usage of a token's movement speed easier. This feature can be temporarily disabled by pressing Shift during drag and can be disabled completely in the settings.
-
- ### Bugfixes
- - Non-square tokens (e.g. 2x1) now work correctly on square grids
- - When modifying difficult terrain that a token has already moved over, this the movement history of the token won't change anymore (this was a regression introduced in 1.8.0)
- - Fixed a bug that prevented pausing/unpausing the game when no scene was active
-
- ### API
- - Added `dragRuler.getColorForDistanceAndToken` API endpoint that allows other modules to receive the highlight color for a specified distance with a given token.
-
-
- ## 1.8.2
- ### Compatibility
- - The generic speed provider defaults have been updated for lance 1.0 (thanks to BoltsJ!)
- - Eliminated a deprecation warning when both Drag Ruler and Hex Size Support are enabled (thanks Argonius-Angelus!)
-
-
- ## 1.8.1
- ### Bugfixes
- - Fixed a bug where the function that was bound to the spacebar key wouldn't work correctly when the "Toggle Snap To Grid" module was enabled
-
- ### Translation
- - Updated Spanish translation (thanks to Viriato139ac#342)
-
-
- ## 1.8.0
- ### New features
- - Pressing escape during a drag now cancels the drag
- - Undoing a movement via Ctrl+Z will now also remove that movement from Drag Ruler's movement history
- - Drag Ruler can now configured to stay disabled by default when a Token/Template is being dragged. In that case it will activate once the button to place a waypoint is being pressed.
-
- ### Bugfixes
- - Fixed a bug that caused the ruler to snap to grid when a waypoint was deleted while shift was being pressed (thanks to Michael Clavell!)
- - Fixed a bug that could leave behind a single waypoint on the canvas when canceling a dragging operation while moving the mouse
-
- ### Compatibility
- - Drag Ruler is now compatible with the "Toggle Snap To Grid" module (thanks to Michael Clavell!)
-
-
- ## 1.7.7
- ### Compatibility
- - Updated the default settings for the swade game system. The new default speed attribute points to a speed value that gets adjusted for wounds.
-
-
- ## 1.7.6
- ### Translation
- - Added Korean translation (thanks to KLO#1490)
- - Added Spanish translation (thanks to Viriato139ac#342)
-
- ### Compatibility
- - Drag Ruler's Generic Speed Provider is now awar of good default values for the "Call of Cthulhu 7th edition (Unofficial)" game system
- - Drag Ruler is now compatible with Foundry 0.8.8
-
- ## 1.7.5
- ### Bugfixes
- - Decimal speeds (as often used in metric game systems) are no longer being rounded down (thanks to DarKDinDoN for diagnosing this bug)
-
-
- ## 1.7.4
- ### Bugfixes
- - Fixed a bug where the ruler would wrongly snap to the grid center for other players when dragging a measurement template
-
- ### Compatibility
- - Drag Ruler is now compatiblie with the "Monk's Active Tile Triggers" module
- - Drag Ruler's Generic Speed Provider is now aware of good default values for the D&D 3.5 game system
- - Drag Ruler is now compatible with Foundry 0.8.7
-
- ## 1.7.3
- ### Compatibility
- - Drag Ruler is now compatible with Foundry 0.8.5
-
-
- ## 1.7.2
- ### Bugfixes
- - Fixed a bug that prevented waypoints for measurement templates from snapping to any other point than a grid cell corner (or grid cell center on hex)
- - Fixed a bug that could cause the ruler to not end up at the token's center (especially if the token is being moved very quickly and then stopped abruptly)
-
-
- ## 1.7.1
- ### Bugfixes
- - Fixed a bug that prevented players from moving their tokens ([#74](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/74))
-
-
- ## 1.7.0
- **BREAKING** This update is incompatible with previous Terrain Ruler versions. If you're using Terrain Ruler, make sure you update Terrain Ruler to at least version 1.3.0.
-
- ### New features
- - A ruler will now be shown when dragging measurement templates over the map ([#13](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/13))
- - Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
- - Improved the positioning of the labels around the ruler. The labels should now never overlap with the waypoint.
-
- ### Bugfixes
- - Fixed a bug that sometimes measured diagonals incorrectly with the 5/10/5 grid rule
- - Fixed a bug that would cause the ruler to re-measure when the shift key is being pressed or released while a token is moving
-
- ### Compatibility
- - Drag Ruler's Generic Speed Provider is now aware of good default values for the Starfinder game system
-
- ### Translation
- - Corrected typos in the german translation (thanks to CarnVanBeck!)
-
- ### API
- - The old API that Drag Ruler offered prior to version 1.3.0 is now deprecated. Speed Providers that still use this API will continue to work for now, but will generate a warning in the console about the deprecation. All modules and game systems offered on the FoundryVTT website have already updated to the new API. If you see the deprecation warning, please consider updating to the current version of the respective system/module you're using.
-
-
- ## 1.6.5
- ### Bugfixes
- - Drag Ruler no longer gets stuck if the user presses ESC during drag ([#70](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/70))
-
-
- ## 1.6.4
- ### Bugfixes
- - Fixed a bug where a bug in a Speed Provider could lead to the ruler getting stuck, leaving the token immovable
-
-
- ## 1.6.3
- ### Bugfixes
- - If the movement history for a token is being updated (for example by a history reset by the gm) while a player is currently measuring a distance for that token the history change is now being reflected in the active measurement.
-
- ### Compatibility
- - Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
-
-
- ## 1.6.2
- ### Bugfixes
- - The reset movement history button now resets the movement history for all players, not just for the GM
-
-
- ## 1.6.1
- ### API
- - Added `onMovementHistoryUpdate` callback to Speed Providers, that allows them to perform game systems specific improvements to the movement history
- - Added `dragRuler.resetMovementHistory` that clears the stored movement history for a token.
-
-
- ## 1.6.0
- ### Performance
- - Greatly increased the performance when playing on huge maps and when moving many tokens at once.
- - Huge performance improvements for speed providers. (Technical details: `getRanges` is now being called way less frequently)
-
- ### New features
- - GMs now have an option to reset the movement history for individual tokens in the right click menu of the combat tracker
- - When releasing a dragged token while pressing Alt the token will be moved to the target location without an animation ([#3](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/3))
-
- ### Bugfixes
- - When starting to drag a new token while the previous one is still moving the ruler won't dissappear anymore when the previous token arrives at it's destination.
-
-
- ## 1.5.4
- ### Bugfixes
- - Fixed a bug that prevented tokens from being moved when their movement history collides with a wall. ([#61](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/61))
-
-
- ## 1.5.3
- ### Compatiblilty
- - Drag Ruler's Generic Speed Provider is now able to work with game systems that put non-number characters behind the tokens movement speed (like `30ft.`). One example for such a game system is Dungeon Crawl Classics. ([#60](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/60))
- - The Generic Speed Provider now has good default settings for the Dungeon Crawl Classics (dcc) game system.
-
-
- ## 1.5.2
- ### Bugfixes
- - Drag Ruler no longer prevents tokens that don't have an actor from being moved. ([#58](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/58))
- - Grid highlighting now also works for tokens that don't have an actor.
-
-
- ## 1.5.1
- ### Bugfixes
- - The hint that tells users how to enable difficult terrain measurement in Drag Ruler is no longer shown if no terrain layer module is installed.
-
-
- ## 1.5.0
- ### New features
- - In combat Drag Ruler will now remember the path that was taken by a token during the turn. Picking the token up during the same turn will continue the previous measurement, taking steps that are already taken into account.
-
- ### Module compatibility
- - Drag Ruler is now fully compatible with the `Enhanced Terrain Layer` module. ([#50](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/50))
-
-
- ## 1.4.6
- ### Bugfixes
- - Fixed a bug where a token would move to the incorrect location if it is was dragged and released very quickly ([#51](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/51)) - thanks to Silver Raven for helping me track down this bug!
-
-
- ## 1.4.5
- ### Bugfixes
- - Tiny tokens (0.5x0.5 or smaller) now snap to the coners of a square like they do in vanilla foundry ([#49](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/49))
- - Fixed a bug that could cause a meausred distance to be wrong when disabling token snapping using the shift key
- - Fixed a bug where the highlighted path could have gaps when disabling token snapping using the shift key
-
-
- ## 1.4.4
- ### Bugfixes
- - Fix snapping for tokens that are smaller than 1x1
-
-
- ## 1.4.3
- ### System compatibility
- - Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
-
- ### Translation
- - Added german translation
- - Updated japanese translation (thanks to touge)
-
-
- ## 1.4.2
- ### Bugfixes
- - Drag Ruler now works again on gridless maps
-
- ## 1.4.1
- ### Bugfixes
- - Fixed a bug where Drag Ruler wouldn't work at all on hex grids when the Hex Token Size Support isn't installed
-
- ### Translation
- - Added chinese translation (thanks to zeteticl)
-
-
- ## 1.4.0
- ### New features
- - If the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler/) is installed and activated, Drag Ruler will now take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account.
- - The ruler will now always be drawn from the tokens center (even for tokens larger than 1x1) on all grid types (on Hex Grids this requires the Hex Token Size Support module).
- - For tokens larger than 1x1 the highlighted path will now reflect the tokens size (on Hex Grids this requires the Hex Token Size Support module)
- - The GM's Drag Ruler can now be hidden from non GM players via a setting.
- - When multiple different colors apply to a single grid space because the path crosses itself the color representing ranges further away will take priortiy over colors representing closer ranges.
-
- ### API
- - Speed providers can now selectively ignore difficult terrain and even implement their own cost functions, if the default Drag Ruler behavior doesn't fit the game system. This can be achieved by overriding the new, optional `SpeedProvider` function `getCostForStep`.
-
-
- ## 1.3.5
- ### Bugfixes
- - Fixed a regression where spaces could suddenly change their color during measurement
-
-
- ## 1.3.4
- ### Module compatibility
- - Increased compatiblility with other modules (namely Drag Ruler and Terrain Ruler are no longer incompatible)
-
- ## 1.3.3
- ### Bugfixes
- - Speed Provider Settings are now being saved for non GM players
-
-
- ## 1.3.2
- ### Translation
- - Updated japanese translation (thanks to touge)
-
-
- ## 1.3.1
- ### Bugfixes
- - Fixed a bug where the coloring of ranges wouldn't work with the generic speed provider if the Dash Multiplier was set to 0
-
-
- ## 1.3.0
- ### New features
- - The color used to indicate speed ranges is now configurable
- - The settings dialog has been reworked
-
- ### System compatibility
- - Drag Ruler's Generic SpeedProvider is now aware of good default values for the lancer game system (thanks to Grygon)
-
- ### API changes
- This release introduces a new API that is incompatible with the old API. The new API offers more flexibility for users and Speed Providers alike and allows to add new features in the future without breaking compatibility again. The old API will continue to function, but to profit from any of the features below Speed Providers need to switch to the new API. For more details check out the API documentation.
-
- The following things have changed with the new API:
- - Colors used by speed providers can now be changed by the user via configuration
- - Speed Providers can now offer settings to the user that will be integrated into Drag Ruler's settings menu
- - Speed Providers can now conditionally disable Drag Ruler for some tokens
-
-
- ## 1.2.2
- ### Translation
- - Added japanese translation (thanks to touge)
-
- ## 1.2.1
- ### Compatiblity
- - Drag Ruler is now compatible with Hex Token Size Support. For compatibility Hex Token Size Support Version 0.5.4 or higher is required. Thanks to Ourobor for helping making this possible.
-
- ## 1.2.0
- ### New features
- - Right click and spacebar can now be swapped, allowing to place waypoints with right click and removing them with spacebar
- - The module can now be configured use a fixed color instead of the player color for the first speed range
- - On gridless maps the ruler will now change it's color to indicate the different speed ranges
- - As an alternative to right click (or spacebar, if you have swapped right and spacebar behavior) waypoints can now also be deleted with the `X` key
-
- ### Bugfixes
- - Disabling snap to grid with shift now works as expected
- - Fixed a bug where the ruler would sometimes jump to a different target location when deleting a waypoint
-
- ## 1.1.1
- ### Bugfixes
- - Fixed a bug where tokens wouldn't be moved to the corect end position on gridless maps
- - Ruler now appears immediately when the token is being dragged
- - On gridless maps the ruler will always start measuring at the center of the token
- - This change has no impact on the distance that is being measured
- - In addition to the cosmetical aspect this also fixes a bug that allowed players to glitch through walls
-
- ## 1.1.0
- ### New features
- - The drag ruler will now be colored for other players than the dragging player as well (only if they have at least observer permissions for that token)
- - The drag ruler won't be shown to other players if they cannot see the dragged token
-
- ### Bugfixes
- - Fixed a bug where Drag Ruler wouldn't work at all on some windows installations (specificially where the `foundry.js` has `CRLF` line endings)
-
- ## 1.0.1
- ### Bugfixes
- - The GM can now move tokens through walls
- - It is now possible to move multiple tokens with Drag Ruler enabled
|