1. Fantasy Grounds VTT
  2. News
  3. LET THERE BE LIGHT! Version 4.1 of Fantasy Grounds Unity

LET THERE BE LIGHT! Version 4.1 of Fantasy Grounds Unity



LET THERE BE LIGHT!


Version 4.1 of Fantasy Grounds Unity is NOW AVAILABLE (2021-05-13)

This version includes dynamic light and vision support for the core application and presets set within many different rulesets. It also includes a redesigned Image Toolbar for previous functions.

Add Point Lights (with custom color, dim & bright ranges, flicker/pulse effects)

Add Ambient Lights (Dawn, Dusk, Sunlight, Moonlight presets) and mask to only cover some areas, adjust shadow length, direction, color, etc.

Add token lights or use new effects for Candle, Lantern, Torch, etc.)

Add token vision - Darkvision, Blindsight, Truesight, Devilsight with automatic application from character sheet in 5E

Version 4.1.0 (2021-05)

NOTE: Darkness lights are included as an experimental feature in this release; and may not always work as expected until a future release.

[h2]Adding Lights to Maps[/h2]
[previewyoutube][/previewyoutube]

[h2]Advanced Lighting and Vision[/h2]
[previewyoutube][/previewyoutube]

[h2]Player and NPC Vision Support[/h2]
[previewyoutube][/previewyoutube]

[h2]Release Notes[/h2]
  • Image point light support added. (Lighting mode in image control panel)
  • Image ambient light support and masks added. (Lighting mode in image control panel)
  • Token vision and light support added. (Built-in to rulesets; or via lighting mode in image control panel)
  • GM image token movement behavior changed block token movement based on line-of-sight to mirror player behavior. Use the Shift key to override movement limits, and disable vision/lighting updates.
  • Changed occluder creation to use Alt key to create closed shapes (was Shift).
  • Shift key used during occluder creation to limit lines to 45 degree angles. (30 on hex grids)
  • Updated mask mode to show mask as blue outlines when masking/unmasking.
  • Changed extensions and rulesets to always highlight and show tooltip on launch screen when mousing over list.
  • Image layer visibility cycling order changed to: Visible -> Invisible -> GM Only
  • Disabled undo for all image actions. (future release will revisit undo/redo for image actions)
  • Launcher Join Campaign history delete button did not refresh history list. Fixed.
  • Image line-of-sight data on layers within folders not working. Fixed.
  • Module images would re-sort incorrectly when edited and reloaded. Fixed.
  • /mood command not working on GM client. Fixed.
  • Map grid memory leak when closing image windows or zooming in/out. Fixed.
  • Image line-of-sight blocker pit type blocked visibility when token was in pit area. Fixed.
  • Pits in separate layers sometimes do not block movement. Fixed.
  • Grid lines not blending to image correctly. Fixed.
  • Duplicate token created when dragging a map token, and clicking multiple mouse buttons. Fixed.
  • Grid snap toggle would sometimes not work the first time it was clicked. Fixed.
  • Player image view would black out when token selected by player was deleted by GM (or extension). Fixed.
  • Image tiles not able to be rotated counter-clockwise. Fixed.
  • Image token line-of-sight not updated correctly over network when door opened. Fixed.
  • Typing idle state timer not working correctly. Fixed.
  • Dragdata object warnings when returning to launch screen. Fixed.
  • [CoreRPG+] Added mask button to image toolbar when mask turned on.
  • [CoreRPG+] Background image panel scroller missing. Fixed.
  • [CoreRPG+] Combat tracker name link icon not updating when combat tracker width changed. Fixed.
  • [CoreRPG+] Die results incorrect for d2 and d3 when number of dice exceed physical roll limit (60). Fixed.
  • [CoreRPG+] Player client health bars for owned tokens not updating correctly. Fixed.
  • [SW] Trait fields not highlighting when dragging benny. Fixed.
  • [DEV] Changed database update events to fire in new order: control events, current node events, child node events, network events.
  • [DEV] Control widgets not updating position when control size and position changed. Fixed.
  • [DEV] Drop highlight frames not displaying when control nested in subwindow/windowlist controls. Fixed.
  • [DEV] Custom die scripts getting incorrect incoming value when using die model different than die name. Fixed.
  • [DEV] Button hover states not displaying correctly on hover state changes. Fixed.
  • [DEV] imagecontrol.snapToGrid API was returning incorrect Y value. Fixed.
  • [DEV] Adjusted load order to prevent windows from being added to child window list of windowlist objects until control initialization of child window complete. (to match FGC behavior)
  • [DEV] Token onMove script events added when token moved by remote client. (to match FGC behavior)