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This topic contains 68 replies, has 1 voice, and was last updated by carl 11 months, 1 week ago.
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April 7, 2015 at 6:08 pm #2070
v0.25 is available
Fixes and additions- NEW: Move gizmo with axis constraints.
- NEW: Rotate gizmo with axis constraints.
- NEW: Support for inside/outside walls.
- NEW: Support for pre-defined wall patterns.
The noticeable additions in this build are the move and rotate gizmos. When moving or rotating objects in the map view, a gizmo is shown when the operation is chosen. To move an object, click and drag on the appropriate asset; or click in the center to move on the x and z axes. Movement on the y-axis is currently disabled. For a preview, take a look at the feature preview. Rotating objects is similar. Click and drag on the appropriate axis to rotate the object.
The daily build announcements are being moved to a stick-post. Check “Notify me of follow-up replies via email,” to be updated when new daily builds are available.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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April 9, 2015 at 6:55 pm #2077
Daily Build v0.26 is available
- FIX: Unified most input functions.
- FIX: Keyboard input is trapped to prevent text entry from registering as key commands.
- NEW: Multiple selection support for props, floors, minis, and utility objects.
Multiple selection is now available for props, floors, minis, and utility objects. To add an object to a selection, hold the SHIFT key. Selected objects are indicated by a blue highlight. To remove an object from a selection, hold the SHIFT key and click on the object again.
To perform an action, click on an object and select the action: move, rotate, etc. The action will be performed on all of the objects in the selection. If the last object clicked on is not in the selection, the action will be applied to it, as well, but it will not be added to the selection.
The pop-up menu doesn’t do proper filtering yet. So, if your selection includes a prop and a miniature and you click on a floor and choose “update variation,” the update variation will be applied to the prop and the floor. It will not be applied to the miniature, as the option has no affect on a miniature.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-26-multiple-selections/
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April 11, 2015 at 12:41 pm #2081
Daily Build v0.263 is available
Fixes and additions- NEW: Multiple selection support for decor and walls.
- NEW: Pop-up menu items are concatenated for multiple selection.
- FIX: Pop-up menu does not pop to the bottom of the screen.
- FIX: Click delay removed when performing multiple selection in map view.
- FIX: Map lighting preview is persistent when editing a map.
Multiple selection is now supported for walls and decor. Update variation and Open/Close work on multiple walls. Other actions, such as Delete, does not work on multiple walls.
The Settings… action for miniatures does not work for multiple miniatures.
The actions in the pop-up menu are now concatenated from the selection. Actions that apply to only part of the selection are displayed in italics.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-263-wall-and-decor-multiple-selection/
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April 15, 2015 at 12:25 am #2085
Daily Build v0.266 is available
Fixes and additions- FIX: Players joining maps are loaded at a startpoint.
- FIX: Visibility is calculated on miniature drop.
The visibility calculations are still over-aggressive in favor of visibility, but players are being dropped in the proper spot on the map and visibility is being calculated on drop.
There are quite a few fixes still to go in for the player map, but this build raises the bar from broken to functional.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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April 15, 2015 at 4:23 pm #2090
Fixes and additions
- FIX: Players without a character assigned are notified when a map is shared.
- FIX: Players without a miniature assigned are notified when a map is shared.
- FIX: When miniatures are assigned to a character and a map is shared, that miniature is added to the map.
A couple of fixes for sharing maps. When a map is shared to the tabletop, players with no characters assigned, or no miniatures assigned will be notified. After assigning characters and minis, the miniatures will be loaded to the map and the player’s view will be switched.
Additionally, if new characters are added, their minis will be added to the map when assigned.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-267-is-available/
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April 17, 2015 at 1:29 am #2096
Fixes and additions
- NEW: Wall segments in wall edit mode are highlightable and clickable.
- NEW: Delete wall segment.
- NEW: Update wall segment variation.
In the latest build, wall segments can be deleted and the variations can be updated. To enter wall editing mode, press the ‘w’ key. Moving the mouse over a wall segment will show the segment highlighted in yellow. Clicking on the segment will reveal the pop-up menu.
Selecting “Update variation” will change all of the walls of the segment to the active wall type in the map edit UI. Any decor that is attached to the walls will remain in place.
Selecting “Delete” will delete the segment and all of the associated wall pieces.
To exit wall edit mode, press the ‘w’ key or the ESC key.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-27-editing-wall-segments/
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April 17, 2015 at 9:32 pm #2099
Fixes and additions
- FIX: Angle snap is fixed. The angle is now set to 15 degrees.
- NEW: Added move function to wall segments in wall edit mode.
- NEW: Added rotate function to wall segments in wall edit mode.
- NEW: Added warning dialogs when attempting to delete, split, or insert on multiple walls.
This version adds rotating and moving of wall segments in wall edit mode.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-273-wall-segment-transforms/
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April 18, 2015 at 11:08 am #2102
Daily Build v0.276 is available
Fixes and additions- FIX: Stairs are editable.
- NEW: Minimum move height for objects is set to construction plane.
- NEW: Shift-move copies props, floors, and minis.
You can now shift-copy objects in the map view. Holding the shift key and moving objects will clone and move the selection.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-276-shift-copying-objects/
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April 19, 2015 at 12:41 am #2105
Daily Build v0.278 is available
Fixes and additions- FIX: Error dialog when loading map without characters or minis is now checking for connection and player status.
- FIX: Cardstock minis use unique materials to prevent image overrides.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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April 21, 2015 at 1:00 am #2111
Daily Build v0.28 is available
Fixes and additions- FIX: Visibility calculations have been reworked to return proper vis and is highly accelerated.
- FIX: Pathfinding is using new visibility calculations.
- FIX: Doors are working properly with visibility.
- FIX: Add to turn order action added back to minis for GM.
- FIX: Players may only move minis that are added to the turn order and are the active turn.
Visibility calculations are now performed in 3D space against walls only. The reliability is good and the performance is at least one order of magnitude better. Interaction with other objects, such as floors, will be coming. Pathfinding calculations are now also using this updated method.
The “add to turn order” option is now available for GMs and players cannot move their minis unless they are added to the turn order and it is currently their turn. There are many, many things I don’t like about the current turn order implementation, so expect that to overhauled soon.
There were some known issues with maps that had a lot of height differences and in looking at those, I’ve found some pretty significant bugs when placing objects on the map. I’ll be addressing this soon.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-28-visibility-and-pathfinding/
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April 22, 2015 at 2:15 am #2114
Daily Build v0.284 is available
Fixes and additions- FIX: Objects are placed properly on the map, regardless of height.
- FIX: Rotation of minis is fixed.
- FIX: Player visibility calculations are triggered on door open/close.
- FIX: Changes to map lighting are sent to players.
- NEW: Unified objects transforms on player and GM.
In previous versions, when adding objects to a map (props and minis) the placement was based on an offset from the map grid. This was causing issues with maps that had large degrees of height difference. This has been addressed and those objects are now placed based on the map objects beneath the mouse cursor. Adding walls and floors always occurs on the construction plane.
The object transforms, move and rotate, have been unified across the player and the GM. The visibility of moving objects is also updated during the move. Therefore, if the GM moves an object from an area of the map that the player cannot see, to an area the player can see; the object will become visible to the player.
Player visibility calculations are now triggered on a door open/close. Opening a door will now reveal the areas beyond to the player.
Changes in the main and ambient lighting for the active map will now send those changes to the player and the player’s view will be updated.
There is a visibility bug wherein the player’s visibility is not being updated when the mini is moved by the GM. This should be fixed in the next build.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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April 22, 2015 at 10:53 pm #2118
Daily Build v0.285 is available
Fixes and additions- FIX: Player visibility is calculated on mini drop by GM.
- FIX: Player light color and range are being updated on change.
This build fixes yesterday’s bug with player visibility and fixes player lighting updates. Light color and range where not being updated locally.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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April 24, 2015 at 11:24 pm #2123
Daily Build v0.287 is available
Fixes and additions- FIX: Saved open state of doors is set at map load.
- NEW: Floors block visibility.
Floors are now blocking visibility calculation which allows for multi-level visibility testing.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-287-multi-level-visibility/
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May 6, 2015 at 7:38 pm #2137
Daily Build v0.290 is available
Fixes and additions- NEW: Pathfinding works with changes in map height. (Stairs are currently not working.)
With this build, pathfinding will function with level changes in the map height. Stairs do not currently work, but stacked floors will have the desired effect.
http://www.tabletopconnect.com/daily-build-v0-290-pathfinding-with-levels/
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May 14, 2015 at 12:38 pm #2143
Daily Build v0.295 is available
Fixes and additions- NEW: Pathfinding works in 3D space.
- FIX: Doorways are marked as open.
- BUG: Pathfinding to any visible space may travel through non-visible areas.
- BUG: Path arrows are shown on clients regardless of visibility.
3D pathfinding is finally working and available.
A few notes on functionality:- Pathfinding is only calculated when the character is active in the turn order.
- Players can only move their mini when it active in the turn order.
- As noted in the build log, there are a few visibility issues to clean-up with pathing and displaying the path arrows.
http://www.tabletopconnect.com/daily-build-v0-295-3d-pathfinding/
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May 18, 2015 at 6:08 pm #2158
Daily Build v0.296 is available
Fixes and additions- NEW: Added new Modern City tileset assets.
- NEW: Added rubble prop to Fantasy Village Keep tileset.
This build is an asset update. A number of new assets have been added to the Modern City tileset. Additionally, three rubble piles have been added to the Fantasy Village Keep tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-296-modern-city-update/
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May 19, 2015 at 9:13 pm #2167
Daily Build v0.3 is available
Fixes and additions- NEW: Added sidewalk to Modern City tileset.
- NEW: Added Outdoor tileset.
- FIX: Unique ID is saved with maps to prevent double-loading on map share.
The Outdoor tileset has been added in this build. It currently only includes one tree and one floor tile.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-3-outdoor-assets/
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May 21, 2015 at 12:52 am #2171
Daily Build v0.301 is available
Fixes and additions- NEW: Added new tree varieties.
- NEW: Added a preview scale override to allow manual adjustment of the prop size in the preview.
Some additional tree assets have been added: a large deciduous tree, a conifer, and a dead tree. There are a number of variations of these trees that will be following. All of the map objects have two state: lit and unlit on the GMs map. The trees aren’t hooked into this system yet, so the variations may be put off until the system is in place.
A preview scale override was added to props to allow for the manual adjustment of the prop size in the preview. This is an internal setting, but it should help visualizing larger props. Transparency in the map edit UI doesn’t render well without a background, so I need to add a wall to the outdoor set to give the trees something to render against.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-301-more-trees/
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May 21, 2015 at 10:04 pm #2176
Daily Build v0.311 is available
Fixes and additions- FIX: Fixed stacking floors bug that capped creating new floors at 2 levels.
- NEW: Added visible and selection filters to the map edit UI.
New in this build are filters per object type to toggle the visibility or selectability of objects in the map view.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-311-map-edit-object-filters/
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May 22, 2015 at 10:25 pm #2180
Daily Build v0.312 is available
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Fixes and additions
- NEW: Added rock wall variations to Outdoor tileset.
The only forward facing changes in this build is the addition of a rock wall variation in the Outdoor tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 23, 2015 at 1:25 pm #2184
Daily Build v0.322 is available
Fixes and additions- FIX: Fixed a bug moving props that made them “disappear.”
- FIX: Dungeon wall sizes have been adjusted to new 1.5″ standard.
- BUG: Wall end caps have not been adjusted and will be larger than dungeon walls.
This build fixes a bug when moving objects that caused them to be moved well outside the viewable area.
The dungeon wall sizes have also been adjusted to meet the new standard of 1.5″ and to been a uniform width. The doors have been moved to open from the center to eliminate the gaps that the player would appear when looking at a closed door from the opposite side.
The wall end caps have not been adjusted to match the new dungeon wall heights and will be taller than the walls. This should be fixed in the next build.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 25, 2015 at 12:14 am #2187
Daily Build v0.330 is available
Fixes and additions- NEW: Added status text below the dice bar for temporary messages.
- NEW: Cloned objects on map view are selected after copy.
- CHANGE: Arrow key moves construction plane one floor height, Shift + arrow moves the construction plane one wall height, CTRL + arrow moves the construction plane one-fifth floor height.
- FIX: Delete mini is available in pop-up menu.
- FIX: Dungeon column heights match new wall height.
For additional feedback and clarity, status text has been added below the dice bar for temporary messages. This includes sending and receiving data and map loading status.
When shift-dragging in the map view to copy objects, the cloned objects are now selected after the copy. This will make it easier to stamp down collections of objects.
In the map view, the up-down arrows still control the offset of the construction plane, but the numbers have been adjusted. Shift + arrow raises/lowers the construction plane one wall height. This is the new wall height of 1.5″(7′). The dungeon and outdoor walls match this height. CTRL + arrow raises/lowers the construction plane one-fifth of a floor height 0.025″(1.5″).
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 25, 2015 at 11:41 pm #2192
Daily Build v0.340 is available
Fixes and additions- NEW: Added support for variable walls heights.
- NEW: Split wall end caps to include and inside and outside cap.
- FIX: Wall end caps block visibility.
- FIX: Removed camera re-center on player move.
- FIX: Delete path arrows after a mini is dropped.
- FIX: Map edit “use map lighting” overrides all visibility flags.
- FIX: Duplicate maps are not loaded.
This build includes support for variable height walls. You can see some examples in the Dungeon Brick tileset. The gray bricks now include a wall section with no top cap and a section with no top or bottom caps. These are useful for stacking tall wall sections. Also included are a half-height wall and third-height wall.
The wall segment caps have now been split into inside and outside sections to match the walls. This will improve visibility and allow for different cap materials by side, such as those use in the Modern City walls.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 26, 2015 at 4:47 pm #2195
Daily Build v0.345 is available
Fixes and additions- FIX: Save/load of NPC miniature and PC settings on map.
- FIX: Save/load of miniature and PC settings in character file.
- FIX: Free miniature movement when not using turn order.
- FIX: Removing character from turn order advances to the next available character.
- FIX: Visibility calculations are using character visibility distance.
A number of bugs and missing features have crept into the character system. With this build, saving a character will save all of the relevant information: name, miniature and attachments, and PC settings (movement, visibility, and light settings). Similarly, the map file has been fixed to also save/load those settings with NPC minis placed on the map.
Additionally, PC visibility distance settings were not being considered for visibility calculations. This has now been addressed.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 27, 2015 at 11:11 pm #2199
Daily Build v0.350 is available
Fixes and additions- FIX: Pathfinding allows movement over/under passable areas.
- FIX: Fixed “click drift” when adding floors and walls.
- FIX: Tavern walls are new standard of 1.5″
- NEW: Added tavern half-walls and windows.
- NEW: Windows block movement, but not visibility.
Pathfinding has been fixed to allow for minis to move under or above floors. Minis are in free move until any character is added to the turn order. Minis are then locked by turn until all characters have been removed from the turn order.
Windows have been added to the Fantasy Village tavern set. These windows will block movement, but do not block visibility. Half and third height walls have also been added to the tavern. The remaining windows for the Fantasy Village set should be added tomorrow.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 28, 2015 at 9:03 pm #2204
Daily Build v0.355 is available
Fixes and additions- FIX: Fixed bug when decrementing prop model in the map UI.
- FIX: Map lighting now longer affects map UI render.
- FIX: Fixed all Dungeon wall heights.
- NEW: Added windows and fixed wall heights for Fantasy Village.
- NEW: Added stairs to Fantasy Village tavern.
Windows and low-height walls have been added to Fantasy Village library and blacksmith. A first pass of stairs have also been added to the tavern.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 29, 2015 at 8:21 pm #2208
Daily Build v0.361 is available
Fixes and additions- FIX: Set transform on wall attachments. (Fixes update variation with doors).
- FIX: Models are not active when adding floors or walls.
- FIX: Selection is cleared on delete.
- FIX: Escaping wall edit mode when moving or rotating clears wall edit mode.
- FIX: Creating floors uses construction plane with floor stacking, if plane is above existing floors.
- FIX: Deleting wall section sets visible flags.
- FIX: Map files save variation name rather than index.
- FIX: Extended railings on tavern stairs.
- NEW: Added railing wall type in tavern set.
- NEW: Added Hide function.
- NEW: Enter key functions as double-click for wall and floor editing.
The save/load functions for maps were saving the index of variations, rather than the name of variations. The effect of this was that loading maps after new variations were added loaded the wrong variation. This most commonly affects doors. The save/load has been fixed and future maps should load properly. If you have older maps that you want to have fixed, I can put together a special build that should properly save them for loading in the current build.
A new action in the map edit pop-up menu has been added: hide. This will hide the selected objects. To unhide objects, use the unhide all button in the map edit UI.
The railings on the stairs have been extended and a new railing wall type has been added to the tavern set.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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May 31, 2015 at 11:20 pm #2212
Daily Build v0.370 is available
Fixes and additions- FIX: Fixed Modern City window transparency.
- FIX: Stacking objects only stack on up-facing surfaces.
- FIX: Adding objects doesn’t select objects.
- FIX: Object highlighting is disabled when adding objects.
- FIX: Fixed Fantasy Village keep curtain offsets. Added backfaces to curtains.
- NEW: Optimized Fantasy Village props and decor to reduce draw calls.
- NEW: Added support posts to Fantasy Village tavern.
- NEW: Added small chimney to Fantasy Village marketplace.
- NEW: Added fire particles to light sources.
- NEW: Added more verbose debug logging when loading maps.
The most visible change in this build is the addition of fire particles to the torches and fireplace. These are hooked to the lighting and turn on/off with the lights.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 1, 2015 at 5:08 pm #2215
Daily Build v0.375 is available.
Fixes and additions- NEW: Limited grouping.
- NEW: Limited undo.
You can now group map objects. Select multiple objects and choose “Group” from the pop-up menu. Grouped objects function as a single object until ungrouped through the pop-up menu. Objects can only belong to one group at a time.
Undo functionality has been added for object moves and rotations. Press the U key to undo object transform. Undo operations are applied singly, e.g. if a group of three objects are moved, the first undo will restore one object, press U again to restore the second, and so on.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 2, 2015 at 8:32 pm #2219
Daily Build v0.380 is available
Fixes and additions- FIX: Fixed linked list error with walls.
- FIX: Fixed stack objects for mini and prop placement.
- FIX: Groups are saved/loaded with maps.
- NEW: Added new stairs to Fantasy Village tavern.
- NEW: Added wall torch props to Fantasy Village keep.
- NEW: Added stick objects option.
This build includes a new map feature: stick objects. With this checked, minis and props will be added at the intersection of the mouse pointer and the object in the scene (exclusive of walls). This is useful “attaching” objects. For example, adding wall torches to pillars.
The tavern stairs have also been updated to include five heights.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 3, 2015 at 3:54 pm #2222
Daily Build v0.385 is available
Fixes and additions- FIX: Fixed tavern stair name.
- FIX: Fixed multiple collider intersection.
- FIX: Fixed group indexing on map load.
- FIX: Fixed selection filters by type.
- NEW: Added marquee selection.
With this build you can use the marquee select button in the map edit UI and then drag in the viewport to select multiple objects.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 5, 2015 at 10:36 pm #2231
Daily Build v0.390 is available
Fixes and additions- FIX: Updated tavern railings.
- FIX: Fixed marquee selection type mask.
- FIX: Stack objects defaults to off.
- NEW: Added tavern eaves.
- NEW: Added tavern fire pit.
- NEW: Added wall mounted lantern pole.
- NEW: Added tooltips for props.
Tooltips for props have finally returned. Hover the mouse over the prop UI while in prop adding mode and you see a brief description of the prop.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 8, 2015 at 12:39 am #2245
Daily Build v0.400 is available
Fixes and additions- FIX: Refactored all scroll lists (chat, file browser, mini list).
- FIX: Fixed double-click in file browser.
- FIX: Moved chat input to bottom of chat blade.
- NEW: Resize turn order window.
- NEW: Added graveyard style.
- NEW: Added trees to outdoor.
- NEW: Added wind to trees.
Chat UI
All of the scroll lists have been refactored. Among the changes, the scroll lists now properly snap to the bottom or top of the list as appropriate. The chat input UI has been moved to the bottom of the chat blade. The chat entries have also been refactored to fit-and-scale the data. The die roll results have been expanded to support longer output values. In the screenshot you can see how long text is formatted. Additionally, you can see a Fate die macro showing the long text output.Turn Order
The turn order window is now resizeable using the handle in the lower right corner.New Assets
The trees have been updated to support the lighting model. With the new support, 18 trees were added to the Outdoor forest style. When viewing the map with lighting enabled, wind effects have been added. Hooks have been added to set the wind values per map and should be exposed in the UI soon. A second style (graveyard) has been added to the Outdoor set. It currently only includes gravestones and coffins.If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 10, 2015 at 11:56 pm #2253
Daily Build v0.410 is available
Fixes and additions- FIX: Entering text on character sheet resets modality.
- FIX: Added “bail counter” to pathfinding to prevent infinite recursion.
- FIX: Fixed player movement when active in turn order.
- FIX: Players can only select their own mini.
- FIX: Preventing empty pop-up menus.
- FIX: Fixed load/save of startpoints.
- FIX: Changing the name of a character updates the name in the turn order.
- NEW: Added wind parameters in Map Options.
- NEW: World space shader added.
- NEW: Adding character sheets to NPCs.
- NEW: Saving NPC characters with map.
- NEW: Adding NPCs to turn order adds them the GM character list.
Check out the developer diary for details.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 12, 2015 at 12:24 am #2257
Daily Build v0.415 is available
Fixes and additions- FIX: Fixed character sheet/map deletion.
- FIX: Fixed saving character sheet previews.
- FIX: Start-up options resolution selection changed to slider.
- NEW: Add name input to character settings.
- NEW: Added camp assets to Outdoor tileset.
Added a name input field on the character settings dialog. This can be used to set a character’s name without adding to the character to a player.
Some new camp assets have been added to the Outdoor tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 12, 2015 at 7:27 pm #2261
Daily build v0.425 is available
Fixes and additions- FIX: Fixed error adding new miniatures in map edit.
- FIX: Particles are hidden when not visible by player.
- NEW: GM is able to add props to map during gameplay.
- NEW: GM is able to add decor to map during gameplay.
In this build you can now add props and decor to maps during gameplay. Adding minis and walls will be coming along shortly.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 13, 2015 at 3:47 pm #2267
Daily build v0.430 is available
Fixes and additions- FIX: Optimized Fantasy Village for performance and memory.
- NEW: GM is able to add minis to map during gameplay.
In this build, the GM is able to minis to the active map during gameplay.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 17, 2015 at 2:08 pm #2272
Daily build v0.440 is available
Fixes and additions- FIX: Pop-up menu actions in map editor apply to all relevant objects.
- FIX: Objects moved with grid snap will snap to the grid with their relative offsets.
- NEW: Generic action system added.
- NEW: Wall controls points refactored as standard map objects. They can now be multi-selected, grouped, and copied.
Wall control points are now standard map objects. As such they can be multi-selected, grouped, and copied. You can see this demonstrated in the video.
A new generic action system has been implemented to allow for the playing of arbitrary animations and audio. The animated chest from the previous update has been included. More animations will be added soon.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 25, 2015 at 10:57 am #2280
Daily build v0.450 is available
Fixes and additions- FIX: Decreased minimum camera distance on tabletop.
- FIX: Fixed sheet element handles on angled sheets.
- NEW: Increased maximum sheet resolution to 2048×2048.
- NEW: Refactor sheet element names on copy.
- NEW: Refactor sheet element names on rename.
- NEW: Added sheet editor grid snap button to sheet editor UI.
In this version, you’ll be able to use character sheet backgrounds up to 2048 x 2048. The resolution of the sheet is the nearest power-of-two of the background image resolution. For example. a 1097 x 2033 image will result in a character sheet with a resolution of 1024 x 2048.
Multiple elements on a character sheet can now be selected. With no element type selected on the sheet editor (text, number, image, or checkbox) clicking and dragging on the sheet with select multiple elements which can then be moved or copied.
When copying multiple elements, any macros in the selection that refer to each other will be refactored to use the new names.
When editing an element’s name, all references to that element on the character sheet will be refactored to point to the new name.
The macros referenced in the video are available here: drop the highest/lowest macro and single column table.
Direct editing of text was not ready for this build, but work continues on that feature.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 28, 2015 at 3:17 pm #2284
Daily build v0.460 is available
Fixes and additions- NEW: Added direct editing of text on character sheets.
In this version you’re able to directly edit text on a character sheet. Text selection (with the mouse or shift-arrow keys) will be available soon, but it was important to get a new build out. This is still a big improvement over the previous text editing method.
A list of the keyboard commands highlighted in the video:
- Left and right arrow keys moves cursor.
- Home moves the cursor to the beginning of the text.
- End moves the cursor to the end of the text.
- Ctrl-Enter finished the text entry.
- Ctrl-Delete deletes all of the text in the text field.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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June 30, 2015 at 9:44 pm #2289
Daily Build v0.462 is available
Fixes and additions- FIX: Fixed error creating map sheet on new map.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 1, 2015 at 4:05 pm #2295
Daily build v0.463 is available
Fixes and additions- FIX: Fixed bug in turning prop lights on and off.
- FIX: Fixed bug loading character values.
- FIX: Optimized modern city assets for memory and performance.
- NEW: Added new Modern City wall type.
This build mostly addresses some bugs that have been uncovered. A new wall type has also been added to the Modern City tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 2, 2015 at 10:15 pm #2299
Daily build v0.465 is available
Fixes and additions- FIX: Fixed cursor position for center and right justified text on character sheets.
- FIX: Fixed wall segment caps to support different interior and exterior walls.
- NEW: Added blind brick and block walls to Modern City tile set.
The cursor position has been fixed for text on character sheets that are centered or right-justified. If the text field is empty, the cursor appears at the upper-left and the cursor at the end position for centered or right-justified is a little wobbly. I’ll get the addressed soon.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 3, 2015 at 2:47 pm #2303
Daily build v0.466 is available
Fixes and additions- FIX: Fixed cursor position for text blocks on character sheet.
This build should actually fix setting the cursor position when clicking on text block on a character sheet. The new positioning is also significantly more accurate.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 7, 2015 at 7:26 pm #2311
Daily Build v0.468 is available
Fixes and additions- FIX: Fixed sheet images when editing multiple sheets.
- FIX: Fixed PNG support for sheet backgrounds.
- NEW: Animated all chest in Fantasy Village Keep tileset.
- NEW: Added support for up-and-down arrows in sheet text edit.
- NEW: Added double-click sheet access.
The highlight feature for this build is the new easier character sheet access. Double-clicking a character sheet puts the sheet into orthographic camera space making it easier to quickly view and edit character sheets. A quick word of caution, while viewing and editing a sheet works in the mode, adding or editing the elements on the sheet is not currently working.
Also in this version, the animation pipeline has been sorted out and all of the chests in Fantasy Village Keep tileset are now animated.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 8, 2015 at 1:44 am #2314
Daily build v0.469 is available
Fixes and additions- FIX: Fixed adding new elements to character sheets.
- FIX: Fixed dragging of elements on character sheets.
This build fixes a couple of character sheet editing bugs that were introduced in v0.468. Adding new elements and multiselect are still not working in the “sheet view,” but you can move elements on the sheet.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 8, 2015 at 10:55 pm #2322
Daily build v0.470 is available
Fixes and additions- FIX: Add page and sheet settings buttons fixed in sheet editor UI.
- FIX: Up-and-down arrows fixed for sheet text editing.
- FIX: Sheet editing is work in sheet view mode.
- NEW: In sheet text editing, Home and End keys go to the beginning or end of the line. Ctrl + Home or End keys go to the beginning or end of the text block.
This build includes fixes and updates to text editing. The i-beam in text editing should be operating more as expected.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 11, 2015 at 2:55 pm #2339
Daily Build v0.471 is available
Fixes and additions- FIX: Fixed error loading/moving sheets after deleting a sheet.
- FIX: Reduced sheet drag cursor to 64×64.
- FIX: Fixed particle renderer.
- FIX: Turn order window resizes from corner.
- NEW: Turn order autosizes when adding or removing characters.
- NEW: Added turn order number.
Primarily bug fixes in this build with two new features for the turn order. The window now resizes from the corner rather than center. Also, a turn order round number has been added. The round number initializes to zero (it occurs to me now that it should start at one) when the first character is added to the turn order. The number can also be set manually. When the turn order rolls over (pressing next with the last character active) the round number will increase by one.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 14, 2015 at 11:54 pm #2345
Daily Build v0.473 is available
Fixes and additions- FIX: Drag while adding elements to sheets works in any direction.
- FIX: Multi-page sheets save the active page and restore on load or network transfer.
- FIX: Fixed lock on sheet images.
- NEW: Sheets are edited by clicking to activate.
- NEW: Character sheet icon in player bar launches sheet view.
- NEW: Sheet view is accessible in map view.
In this build, you now edit character sheets simply by clicking on them rather than using the pencil interface. To bring up the pop-up menu, click and hold on the sheet.
In addition, the sheet view can be activated by clicking on the character sheet icon on the player icon bar. This also works in map view.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 16, 2015 at 11:24 pm #2353
Daily Build v0.475 is available
Fixes and additions- FIX: Pivot point for group selections in map view is set to the bottom of the group.
- FIX: Move axis gizmo is clamped at construction grid.
- FIX: Removed checkbox text.
- NEW: Added help menu.
- NEW: Added y-flip option to graphics options.
New in this build is the availability of the help documentation during gameplay. Press F1 to switch to the help menu. Press F1 again to switch the view back. The help documentation has been mostly updated, the rest of update will be coming soon.
On some systems, you may see the help menu displayed flipped. If this is the case, set “Help Menu Flip-Y” in display options panel.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 17, 2015 at 11:13 pm #2356
Daily build v0.476 is available.
Fixes and additions- FIX: Fixed start-point UI and placement.
- FIX: Updated more of the documentation.
In this build the startpoint has been fixed in the map editor. More of the documentation has been updated, as well. The updated documentation is also available online at the Quick Reference Guide.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 18, 2015 at 4:31 pm #2371
Daily Build v0.477 is available
Fixes and additions- FIX: Movement cost was not displaying in map view.
- FIX: Character sheet text using drafting typeface were not displayed.
- FIX: Updated documentation.
While there are still additions that need to be made to the documentation, it has been updated to remove all of the outdated and inaccurate information.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 25, 2015 at 12:32 am #2391
Daily build v0.479 is available
Fixes and additions- FIX: Integration of refactored dice system.
- FIX: Fixed UI drift.
- NEW: Add/Remove dice types.
- NEW: Added d2 dice type.
Part of the delay in getting this latest build out is that I’ve extracted and refactored the dice system and, pending approval, will be available in the Unity Asset Store. As part of this refactor, adding new dice types only requires a few lines of code. So expect to see more new dice types being added as the assets are created. As a proof-of-concept, this build includes the d2—or coin toss.
The UI has been updated to allow the addition or removal of dice types from the dice bar. The documentation, both in-game and on the web have been updated to cover dice addition.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 25, 2015 at 11:18 pm #2394
Daily build v0.480 is available
Fixes and additions- FIX: Fixed new, load, and handout tabs.
- FIX: Player icons are removed from players on disconnect.
- FIX: Saving chat log saves local and remote chat entries.
- NEW: Added CTRL mask for wall edit and grid toggle in map view.
- NEW: Added CTRL mask to toggle sheet editing mode.
- NEW: CTRL+S saves the map in the map view.
A few fixes in this build. I’ve also added CTRL masks for some of the map view commands. To toggle wall edit mode, you now press CTRL(Control) + W, rather than W. The same for the grid display. It is now CTRL(Control) + G. Similarly, to toggle the sheet edit mode on the tabletop, use CTRL(Control + P).
Now in the map view, CTRL(Control) + S saves the map. If it’s the first time the map is being saved, you’ll be presented with the file save dialog. Otherwise, it will save to either the file name you have saved to, or the file name the map has been loaded from.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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July 26, 2015 at 11:40 pm #2399
Daily build v0.481 is available
Fixes and additions- FIX: Chat window now receives focus priority over camera.
- FIX: Copy/paste is working in chat input.
- FIX: Chat input is properly accepting input.
- FIX: Chat log die rolls are recording die results.
- FIX: Updated documentation.
- NEW: Chat log options moved to start-up options.
- NEW: Added optional timestamp for chat log entries.
- NEW: Added optional prefix/suffix for chat log entries.
- NEW: Added auto-save chat log directory.
The majority of the fixes and additions in the build are for the chat log. The options for the chat log have been moved to the Player Options window. Added are the use timestamp, log entry prefix and suffix, and a output folder that may differ from the default data directory.
The prefix and suffix are most useful for formatting if you are inserting the chat log into and HTML document.
The file name for auto-saved chat logs has been changed to a more readable format. An example file name would be, “Chat log for Sunday, 7-26-2015″ Since auto-save chat logs are appended to an existing file name, all of the chat logs for that day will be appended together. This is useful if you have to start and stop a session for any reason during the day. You may still manually save the current chat log using the save button in the chat input window.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 3, 2015 at 12:06 pm #2422
Daily build v0.482 is available
Fixes and additions- FIX: Memory managed during map load.
- FIX: File browser map preview optimized.
- FIX: Light flicker initialized on awake.
- FIX: Precaching lights and particles for objects.
- FIX: Removed unused map view direct light.
- FIX: Fixed checkbox macros.
- FIX: Fixed NPC duplication during map load.
- NEW: Added status text when saving map in map view.
- NEW: Updated status text during map load.
Most of the changes in this build are optimization for maps, primarily during loading. Much of the memory is now managed during load, which decreases the CPU cycles for garbage collection after the map has completed loading.
The status text during map loading also displays more verbose information about the status of the loading, including the time to load the map.
There was an issue with previous builds wherein the NPCs were being duplicated during loading. This was causing an exponential increase in the number NPCs on the map. To address this, NPCs are now removed from maps from version v0.481 or earlier. If you have a map that contains NPCs that need to be preserved, you can send me the map and I will return a new map with the NPCs intact.
Backwards compatibility for maps has been removed for any maps that are older than v0.410. Similarly, if you have an older map that you need updated, I will update it for you.
Checkbox macros have been fixed. For example, if you needed a number macro affected by a checkbox the macro would be:
if(checkbox0) { 1; } {2;}
Adding this as the Gen Macro for a number field would set it’s value to 1 if the checkbox is set and to 2 if it is not. Be sure to change checkbox0 to the name of your checkbox.
There are number of further optimizations that will be coming.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 10, 2015 at 8:20 pm #2430
Daily Build v0.484
Fixes and additions- FIX: Fixed dice lighting.
- NEW: Added custom mini image regions.
- NEW: Map view optimization based on object visibility.
A new feature is available in this build. Now when choosing an image for a custom miniature, you can select the region of the image that is used. This can be used for cardstock, token, and silhouette minis.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 14, 2015 at 12:22 pm #2442
Daily build v0.485 is available
Fixes and additions- FIX: Group numbers are properly set at map load.
- FIX: Custom mini images were being reset on loaded map if mini settings were changed.
- FIX: Miniature preview render light no longer affects other objects.
- FIX: Minimum lighting value for dice reduced from 0.25 to 0.125.
- NEW: Miniature bases are optional.
- NEW: Miniature scaling is supported.
New in this build are two new miniature options.
- You can now optionally display the miniature base.
- Miniatures can now be scaled.
Two notes on scaling:
- The pathfinding does not currently take the scale of the mini into account, so large minis, for example, can fit into hallways that are too narrow. This will be addressed in an upcoming build.
- Light sources are not taking the scale of the mini into account, so a large mini with a torch will have the light inside of the mini. This will also be addressed in an upcoming build.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 16, 2015 at 11:28 pm #2446
Daily build v0.486 is available
Fixes and additions- FIX: Fixed player visibility.
- FIX: Added selection lock to prevent rogue object selection.
I’m working on optimizations for walls, but I’ve temporarily rolled back those changes to get out some necessary fixes.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 17, 2015 at 9:59 pm #2459
Daily build v0.487 is available
Fixes and additions- FIX: Fixed map object collision order to fix player visibility.
- FIX: Prevent player from selected objects other than their own minis.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 22, 2015 at 5:22 pm #2497
Daily build v0.489 is now available
Fixes and additions- FIX: Fixed door visibility.
- FIX: Deleting NPCs from maps.
- FIX: Saving a map with a new name updates the ID.
- FIX: Door visibility fixed for players.
- FIX: Fixed flame particle positions for torches.
- NEW: Decor is offset using wall collision.
- NEW: Split walls have been replaced with single walls.
The update switching over the walls from split walls to single walls.
Adding decor to walls now uses the wall collision to properly offset the decor. There should no longer be any floating decor, regardless of wall type.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 23, 2015 at 9:26 am #2501
Daily build v0.490 is available
Fixes and additions- FIX: All door visibility and positions.
- FIX: Miniature scale is sent to players.
- FIX: Dice bar buttons are displayed with a fixed resolution.
Some quick fixes for v0.489.
All of the doors have been checked and verified.
Scaled miniatures are set properly on player client.
The resolution of the dice buttons are displayed in a fixed resolution to prevent fuzzy UI on lower quality settings.If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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August 31, 2015 at 9:29 pm #2517
Daily build v0.491 is available
Fixes and additions- FIX: Changing sheet size preserves tabs and background image.
- FIX: Tabs are shown in sheet view mode.
- FIX: Large numbers of sheet elements can be SHIFT cloned.
- FIX: Sheet previews are rendered at activation.
- NEW: Added UIRenderableObject pool to cache sheet elements.
- NEW: Active sheets draw elements from the pool. Inactive sheets return elements to the pool.
- NEW: Added rendering queue to sheet rendering manager.
- NEW: Macro dependencies are stored at macro modification.
- NEW: Added round table to Fantasy Village tavern.
The latest daily build is finally available. I’d like to thank user Phoxounet again for pointing out some of the issues with the character sheets. Most notable in this build is the ability to SHIFT-copy any number of elements on a sheet. I haven’t tested copying more than 256 elements at a time, but that feels like a sufficient test number. There were some issues with tabs that have also been resolved. Tabs are preserved when changing the dimensions of a page and they are visible in sheet view mode (double-click on the sheet).
Changing the character sheet has been tested and validated over the network. Any changes to the sheet, including moving or removing elements are reflected across the network.
To thank everyone for their patience, I’ve added a round table to the Fantasy Village Tavern tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-491-is-available/
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September 1, 2015 at 8:34 am #2521
Daily build v0.4915 is available
Fixes and additions- FIX: Loaded map sheets are properly set to notebook.
- FIX: Fixed loading embedded images or adding new images on sheets.
This is a quick fix for v0.491. Maps loaded will now have their sheets properly added to the notebook for access.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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September 3, 2015 at 12:18 pm #2535
Daily build v0.492 is available
Fixes and additions- FIX: Added exception handling for loading character sheets.
- FIX: Added null checks for silhouette mesh renderer and mesh filter.
- FIX: Fixed grid snapping on y-axis.
- NEW: Added 90 degree stair turn to Dungeon Gray Brick tileset.
This build should fix loading v0.491 maps that contain silhouette minis. I also notice that grid snapping also moved the pivot point to the construction plane, regardless of the position of the objects. This should be fixed now.
Added in this build is a 90 degree turn stair. I don’t recommend using this in any complex builds yet, but it is my new test case for moving miniatures.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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September 3, 2015 at 11:52 pm #2539
Daily build v0.4925 is available
Fixes and additions- FIX: Destroying floor splines after floor additions.
- NEW: Added corpse and blood splatter props to Fantasy Village Keep tileset.
I’ve managed to keep my latest in-progress code isolated, so I can release another build with some additional assets without jeopardizing the code base. In this build, you’ll find several soldier corpses and blood splatters in the Fantasy Village Keep tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-4925/
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September 6, 2015 at 11:52 pm #2561
Daily build v0.493
Fixes and additions- FIX: Session rooms use GUID for internal id.
- FIX: GM quitting a session removes session data from players.
- FIX: Chat traps keyboard input.
- NEW: Added Outdoor Cavern tileset.
- NEW: Added Outdoor Forest plant assets.
Session “rooms” are now use a GUID for internal id. While this will allow different sessions to have the same campaign name, it prevents GMs from being locked out of a campaign when disconnecting.
Input in the chat window is trapped in the map view to prevent triggering short-cut actions.
Also, new outdoor assets have been added: the beginning of a cavern set and some plants/shrubs have been added to the forest tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-493/
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September 12, 2015 at 6:22 am #2577
Daily build v0.494 is available
Fixes and additions- NEW: Added Outdoor Cavern tileset assets.
- NEW: Add Fantasy Village Keep tileset assets.
I’ve been working on clipped floors. This new feature will create floor tiles that match the shape of the spline when adding floors to a map. The work is roughly 75% with most of the subdivision and triangulation working. This one of the last big features that will be introduced for the v0.5 milestone.
For a little more than week the temperatures in Los Angeles have been peaking in the low to mid 90s, Living in a pre-war building with no air conditioning, the heat wave has had an noticeable impact on my ability to do necessary things like math, so it’s been a little slow going this week. In the meantime, as a reward for you patience, I’ve added a few more tileset assets.
In the Outdoor Cavern tileset, I’ve added some gems and rocks with gems, as well as, some small mushroom clusters.
In the Fantasy Village Keep tileset, I’ve added a double arch wall and three pillars.
There are a couple of outstanding bugs that need to be addressed, including the y-axis grid snap and updating map sheets during map editing sessions.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
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September 12, 2015 at 11:02 pm #2583
Daily build v0.4945 is available
Fixes and additions- FIXED: Grid snap.
- FIXED: Extended map view grid.
- FIXED: Updating map sheet.
- NEW: Added Fantasy Village Keep statues.
A few bug fixes. The grid snap should now be working as expected in all axes. The map view grid has been extended. This will help moving objects laterally when the camera is at oblique angles. Also fixed is the updating of the map sheet.
New statue assets have been added to the Fantasy Village Keep tileset.
If you are a Kickstarter backer or pre-ordered through BackerKit and you do not have the links for download. Send an e-mail to [email protected]
http://www.tabletopconnect.com/daily-build-v0-4945/
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