The next interim build (v0.197) is available.
Fixes in this build:
- Visibility calculation has been updated and is working on map load.
- “Update variation” option has been added back to the map pop-up menu.
- Mortar variations have been added for all wall types.
Note: The wall mortar is not being updated on the player map, so the wall mortar is not visible. It is still used for visibility calculation, so players will not be able to “see” to the other side of them.If you backed a pre-order on BackerKit and you haven’t received an e-mail with the download links, please send an e-mail to email@example.com
For Kickstarter backers, the download links are in the latest update.
I think was Vizzini in the Princess Bride that tells us (through Inigo Montoya) that “when a job went wrong, you go back to the beginning.” One of the “features” of moving the walls to a spline based system is that, while the splines always exist, the walls themselves are not guaranteed to be instantiated on the frame that you are checking. I’ve been tracked down a bug wherein the visibility was not being set properly when a map is first loaded. The visibility is, however, set correctly is you move and drop the mini. It turns out that the visibility checking was happening a frame before the walls are updated, and so, the walls were being missed.
In the first visibility system for Tabletop Connect, I walked the map and built spline segments from the walls and used those to raycast from the player mini to the wall segment endpoints and constructed visibility triangles. So I went looking for that code. When I moved to Visual Studio, I switched from Perforce to MS Team Foundation Server for source control. Abandoning Perforce meant that I was also abandoning my source control repository. After digging through backup drives, I finally found it in code from July of 2013. I hardly recognized any of the code from that long ago, but it plugged into the visibility system with almost no changes. Having the splines always available in the new wall system means the new/old system is up and running.
I still have a few issues to address (that are actually old issues with that system), but I saved myself a bit of time by not needing to re-re-invent the wheel.
Work on the Unity 4.6 conversion is almost complete, However, the next version is getting further and further away from the last version released.
Following a largely successful online session during the monthly Executive Producers’ conference call, a significant number of bugs have been fixed and I’m releasing an interim build that will keep the adventurous types from getting too far behind.
The documentation has mostly been updated.
Here are the known issues with this build:
- Preview image is not rendered for map.
- Objects outside the map boundaries are not removed if a map’s dimensions are decreased.
- Change variation option in map editing is not implemented.
- Visibility is not being set on initialize. Moving a player mini will calculate visibility on drop.
- Mortar variations do not exist for all wall types.
- The dice collider in the map view is only the size of the map.
- Adding objects to a map that is shared with players is not updated over the network.
- Notes are not editable.
- Notes are not sent over the network.
- GenMacros are not functioning.
- Changes to a sheet (adding elements or move/scale existing elements) are not send over the network.
If you’re a backer and you didn’t get a notification with the download links, send an e-mail to firstname.lastname@example.org