As I mentioned in previous build notes, there is an issue with copying multiple elements on a sheet. To address this, I’ve moved the sheet elements to a pooling system. At startup, a pool is filled with sheet elements that are used to fill out sheets. When switching between sheets, the elements from the current sheet are returned to pool and elements for the new sheet are then pulled from the pool.

This has, so far, been pretty successful. However, there is a still a stall when copying more than 30 or so elements. As you may know, Unity uses C# for development. C# is a managed memory environment and whenever instantiating new objects, there is CPU overhead managing the memory. I need to take a deeper dive and find all the places that I’m allocating new memory and refactor to make sure that it’s absolutely necessary.

On the plus side, loading sheets is faster now.

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 backerkit@tabletopconnect.com

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 backerkit@tabletopconnect.com

Quite some time ago the walls were split into interior and exterior halves. Many of the reasons for this change (primarily visibility) are no longer issues and so I’m returning the walls to a single piece. This has the benefit of reducing the number of wall objects in the map by half. In some of the more complex maps, this has improved performance by 20%.

The downside to this change is that it needs be an atomic check-in. It’s all or nothing. I’ve finished updating all of the fantasy village walls and everything seems to be working. I should be through the remaining walls tomorrow and be ready to release v0.488. That version should include bugs fixes for intermittent object selection and decor addition.

Following that, I’ll be doing a deep dive on some character sheet issues uncovered by user Phoxounet.

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 backerkit@tabletopconnect.com

 

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.

miniature options

New in this build are two new miniature options.

  1. You can now optionally display the miniature base.
  2. Miniatures can now be scaled.

Two notes on scaling:

  1. 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.
  2. 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 backerkit@tabletopconnect.com

A page has been setup with Idea Informer so where you can submit feature requests and vote on feature requests submitted by others.

You can can always find the link to the page in the top menu as Wish List.

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 backerkit@tabletopconnect.com

 

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.