Releases: gambit07/fxmaster
Release 8.0.0
Welcome to FXMaster V8.0.0! This can be considered the full release for Foundry V14. A few things to note, as noted the Animation Effects functionality in FXMaster has been removed in this build. Additionally, support for V12 has been removed, FXMaster now contains compatability for V13+.
- Complete revamp for V14's Levels. Filters and Particles can be placed on specific levels for a scene with a new Scene multi-select. Regions now also respect multi-level placement for effects, and region suppression can be applied to specific levels. This update should allow a ton of flexibility when setting up your scenes, hope everyone enjoys!
- Complete revamp of Particle and Filter layering. There is now a dedicated 'Manage Layers' button in FXMaster controls that allows placing particles and filters above or beneath other particles and filters for Scene, Region, and API effects
- Added new API under FXMASTER.api.effects. Newly created macros in V8 will use this API. It accepts play, stop, and toggle along with a Skip Fading parameter if you wish to create the macro effects without a fade in/fade out for additional api flexibility.
- Added a new dialog when saving macros on a scene. This dialog allows you to name the macro, and toggle optionals for a Play or Toggle macro as well as Skip Fading true/false parameter
- Improved Manage API Effects window with additional detail for whether the API is a preset or effect type. Also includes the Macro name if present to easily identify different particle/filter sets
- Added new Below Tiles parameter for both Particles and Filters. This will cause Particle or Filter effects to not apply overtop of Tiles on a map. If the Tile is set as an overhead with occlusion, the effect will display beneath the Tile unless the Tiles Restricts Weather option is enabled.
- Added new Below Foreground parameter for both Particles and Filters. This will cause Particle or Filter effects to not apply to the Foreground of a Scene or Level.
- Added new Darkness Activation parameter to allow playing Particle or Filter effects only within a specified darkness range.
- Tiles 'Restricts Weather' parameter now suppresses Filters when beneath the tile elevation, previously only supported Particles.
- New presets API parameters for belowTiles, belowForeground, darknessActivationEnabled, darknessActivationMin, darknessActivationMax, and levels
- Fix range sliders moving with mouse scrollwheel while not focused in V14 and some other oddities
- Added Blend mode to Color filter (Normal, Multiply, Color Burn, Darken, etc)
- Reduced Fog Filters max brightness blend
- Updated Tooltips to also display when hovering parameter tooltips, instead of only on the parameters themselves
- Resolved power icon css placement issues in V14
Release 7.5.2
- Official compatability with V14! (It was already compatible, but now with extra compatability)
- Resolved Hail, Rain, and Snow Particle Effects not generating in regions correctly due to the wrong origin spawn
- Updated pt-br localizations, thanks Kharmans!
- Updated pl localizations, thanks Lioheart!
Release 7.5.1
- Resolved a few missing localizations
Release 7.5.0
Welcome to FXMaster's 7.5 release! This release brings some updates to the masking pipeline to continue my V7+ efforts of allowing more naturalistic effects
- Added new Edge Fade % parameter for Particle Region Behaviors! This is a region level option instead of Filters region per-effect level option, so any particle on a given region will receive the Edge Fade % parameter when set. This should allow for more realistic particles within a region shape, especially larger particles like clouds and fog (although smaller particles benefit as well).
- Added new Edge Fade % parameter for both Particle and Filter Suppression regions. This functionality allows for scene level effects to blend into suppression regions, removing the hard edge cutoff in previous versions.
- New localizations for March' FXMaster+ effect, Water!
- Updated Presets API. Set hail slightly smaller, and increased the duration between lightning flashes for Thunderstorm
- Re-organized utils and hooks and squashed a few small bugs
- Resolved missing InQuad ease function
- Hardened masking generally to avoid masks disconnecting from the canvas when many overlapping regions with the same particle/filter effects were present
Release 7.4.2
- Added new Presets API parameters for additional flexibility. New parameters are Speed, Density, and Color. Speed and Density are best effort approaches, the percentage increase/decrease acts against the medium (default value) for a given preset, if that value is already at min/max for a given preset, there will be no change. Similarly if already close to min/max, low and very low may both display the same because they both reach the absolute minimum/maximum value.
- Speed: One of very-low (-100%), low (-50%), medium, high (+50%), very-high (+100%) - Default medium.
- Density: One of very-low (-100%), low (-50%), medium, high (+50%), very-high (+100%) - Default medium.
- Color: Hex color code, will override and activate a given tint/color parameter when present
Release 7.4.1
- Updated Presets after a full pass. Many effects have had a reduction to their opacity to make tokens more visible on canvas. Many other adjustments as well
- Added the ability to minimize the Animation Effects window warning noting that it will be removed in V14.
- Merged pt-br localizations, thanks Kharmans!
Release 7.4.0
Welcome to Gambit's FXMaster V7.4.0! Following hot on the heels of 7.3, this release brings a new presets api for module integrations which starts with an official integration with the excellent Calendaria module by Tyler! Additionally, this release brings a bunch of things to get FXMaster ready for Foundry V14 on day 1.
- Added new api FXMASTER.api.presets. Use FXMASTER.api.presets.list() for a list of all pre-built effects!
- Added API Manager Edit button & window. This allows editing an api effect while it is in progress in a single instance editor window. Should allow even more flexibility when dealing with API ran effects.
- Added integration pieces for fxmaster-plus' new Sound Effects Manager which ties sounds into particle or filter effect activation/deactivation within a scene or region
- Added localization keys for the new FXMaster+ SoundFX toggles and Sound Effects Manager
- Added localization keys for the new FXMaster+ Filter Effect Lightning Bolt
- Added new free Particle Effect to celebrate the collaboration with Calendaria! The new effect is Hail.
- Updated FXMaster version max to v14. This is primarily for anyone who wants to test Foundrys pre-release V14 builds, I think FXMaster is in a good enough spot for testing at this point.
- Updated special key handling for V14 to resolve deprecation warnings
- Updated Region behaviors to accept new region shapes present in V14
- Updated Region Edge Fade % behavior. This behavior is now much more consistent and should cover all region shapes and multi-shape situations. When a simple shape is present FXMaster uses a polygon-edge fast path for fade, falling back to SDF rendering for more complex shapes. The idea is to allow fast updates for moving regions if a user decides to attach a region to a token with an FXMaster effect present, which should typically be a simple circle/squircle/rectangle
- Updated the static placeholder FXMaster Controls icon from a power button FA icon to an Informational I FA icon, and changed the text to FXMaster Tools
- TBD: V14 Levels integration. At the moment it appears FXMaster mostly just works with V14 levels, I'll be waiting for future pre-release builds to fully verify that functionality.
- Resolved player permission errors when a GM modified FXMaster region behaviors while a player was logged in (Thank yous to Michael)
Release 7.3.0
Welcome to Gambit's FXMaster V7.3.0! This release brings some fun and functional usability enhancements to Particle Effects.
- Added new API Effects controls button to FXMaster. This button will open a window where you can manage active api effects for a given scene.
- Added conditional visibility for relevant toggle on/off style parameters. Ex: When Directional Movement is off, the direction and spread parameters will not be visible. They become visible if that option is toggled on. This should make it clearer which parameters actually have an effect in a given mode.
- Added a new title bar menu item 'Hide Effects' to both the Particle Effects Management and Filter Effects Management windows. This option will open a list of current effects from FXMaster or FXMaster+ and allow them to be hidden from the management windows. This option should help to reduce clutter in instances where a given effect is not relevant for your campaign, especially for FXMaster+ users as the effects list continues to grow
- Added localization keys for the new top down mode, directional movement mode, and lateral movement pieces, as well as the Hide Effects menu. Additional keys also added for the new FXMaster+ Glitch and Fish effects
- Updated the Controls button localization label to FXMaster Controls from Effect Controls to make it clearer the tab is related to FXMaster
- Updated a number of Particle Effects to give them a Top Down mode: Bubbles, Embers, Leaves, Snow, and Snowstorm in FXMaster, and Sakura Bloom plus the Directional Drift custom user template in FXMaster+
- Updated Animals Particle Effects to give them an optional Directional Movement parameter. When enabled, all animals particles will move in the same specified direction, with an optional spread parameter to determine how much movement in that direction deviates.
- Updated Animals Particle Effects to give them an optional Lateral Movement parameter. This option causes the particles to move in a randomized sine wave pattern and should enable more naturalistic movement.
- Updated Top Down to be a toggleable parameter in the Rain effect and removed the separate Rain Top Down effect - no longer needed with the toggleable parameter
- Resolved Color Picker not changing color when closing the color picker selector which made a toggle of the effect necessary to change colors. Foundrys native color picker was implemented in 7.2.0 for consistency, but it is more restrictive so live updates to colors while the color picker window is open are no longer possible.
- Resolved a visual jump issue that could occur in the Filter Effects window when toggling certain parameters
- Resolved multi-select inconsistently updating parameters for effects that were on, which often required a toggle of the effect to apply
Release 7.2.2
- Made a few adjustments to reduce minimum density for Spiders particle effect
- Resolved User-made Particle Effects from FXMaster+ not sorting alphabetically in the Particle Effects Management window
- Added a few integration pieces for my upcoming Gambit's Lounge module Gambit's Image Viewer, which will add functionality enabling Particle Effects in an Image Popout window.
- Added a note to the Animation Effects window to indicate it will be removed in the V14 release
Release 7.2.1
- A number of fixes to masks, including some important changes to prevent losing webgl context
- Updated pt-br localization, thanks Kharmans!