Fixes and additions

  • FIX: Saved open state of doors is set at map load.
  • NEW: Floors block visibility.

floor 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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

 

I’ve been looking at the issues with mini visibility and mini moving and both are related to either visibility calculations or pathfinding accessibility of the map.

The good news is that I’ve taken a different approach to the visibility calculations. There is still work to do, but here is the upside: on my test maps the visibility calculations is spot on, significantly faster, and 3D checks rather than 2D. My previous best case optimized vis checks on the Red Dragon Inn was 0.309 seconds. The current checks are 0.049. That’s almost 30 fps.

Now the bad news. While my test maps are working 100%, there are a couple of issues with the Red Dragon Inn. It may or may not be door related, so I’m trying to track that down. Also, since the checks are now 3D, floors are important and I am currently still just checking walls. Additionally, looking at some maps that have a lot of height variation, ceilings (or the lack thereof) is going to be an issue that needs to be addressed.

Regarding the pathfinding issues, I’m going to look at leveraging the new vis checking to improve the pathfinding.

I expect to have a new build available some time tomorrow. The vis checking will definitely work for most maps, but may fall apart with on maps with large variations in height.

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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

Fixes and additions

  • NEW: Wall segments in wall edit mode are highlightable and clickable.
  • NEW: Delete wall segment.
  • NEW: Update wall segment variation.

Tabletop Connect – Feature Preview – Editing Wall Segments

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 backerkit@tabletopconnect.com

no characters warning

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 backerkit@tabletopconnect.com