dev7355608
dev7355608
`drawRect(x, y, w, h)` should not differ from `drawShape(new Rectangle(x, y, w, h))`, but if `drawRect`/`drawShape` modifies the dimensions, it modifies the rectangle argument (the shapes passed to graphics are...
Any conditions that do not involve the source frame can be handled in `updateTransform` or somewhere else. For example: ```js updateTransform() { super.updateTransform(); this.cullable = stage.scale.x >= 0.5; } ```...
> Okay, I can live with that guidance. My only counter-argument is that making culling decisions in updateTransform mixes concerns a bit. An isolated test for "should this object be...
Originally reported by maxobremer https://discord.com/channels/170995199584108546/1065764070680186930/1218942438333218876 **ALL MODULES DISABLED?** True **OS, Hosting, Browser (if applicable):** WIN10, local **Short Description of bug:** When a token is close enough to a wall that...
This is probably the reason why: Rotating drawings is broken. Nothing happens, not even an error is given. When the mouse cursor then leaves the drawing, it disappears without an...
The test case `fvtt-Scene-ambushed-reinforcements-.copy-broken.zip` shows no error anymore in the current V11 build. It's not entirely clear what caused it exactly. It seems to be fixed.
Hey @StrictlySkyler, here are a couple of examples of why we don't want the UI elements to be affected by lighting. - This is a token with darkvision. On the...
`InteractionLayer#deactivate` doesn't skip deactivation if the layer is already inactive unlike `InteractionLayer#activate`, which skips activation if already active. If it did, only the dropped token would be refreshed once instead...
Maybe it's the `UnitInRange` check in `Paladin:ClassCounter`. The range is further than 40 yards. Only the unit you cast it on needs to be within 40 yards of you but...
Related issues: - https://github.com/foundryvtt/foundryvtt/issues/4916 - https://github.com/foundryvtt/foundryvtt/issues/4920 - https://github.com/foundryvtt/foundryvtt/issues/5116 The min/max zoom level and the point source mesh edge falloff distance needs adjustments too.