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Yesterday, 04:38 #1
You guys exhaust me - another bug in TEST
I've spent more than 10+ hours chasing these down and getting you to fix them. I'm exhausted by it and no longer have the will to care any more.
You have my code - you go figure it out. Combat group extension code:
Code:-- function to set old_eyes and select token options function setOldEyesSelectToken(tokenCT, nodeCT) if tokenCT.isActive() then if Session.IsHost then local nDU = GameSystem.getDistanceUnitsPerGrid(); local nSpace = math.ceil(DB.getValue(nodeCT, "space", nDU) / nDU); if OptionsManager.isOption("OLD_EYES", "faction") then -- Faction/space underlay local sFaction = DB.getValue(nodeCT, "friendfoe", ""); if sFaction == "friend" then tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FRIEND); elseif sFaction == "foe" then tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FOE); elseif sFaction == "neutral" then tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_NEUTRAL); else tokenCT.addUnderlay(nSpace, "3F00FFFF"); end elseif not OptionsManager.isOption("OLD_EYES", "off") then local sHexRBG = OptionsManager.getOption("OLD_EYES"); tokenCT.addUnderlay(nSpace, "3F" .. sHexRBG); end end if OptionsManager.isOption("SELECT_OWNERS_TOKEN", "on") then local sOwner = DB.getOwner(nodeCT); -- if this has an owner sent request to select token - otherwise assume host controlling if sOwner and sOwner ~= "" then local msgOOB = {}; msgOOB.type = OOB_MSGTYPE_USERSELTOK; msgOOB.sNodeCT = DB.getPath(nodeCT); -- deliver message to the host for processing on it (can't do a lot of updates to DB from clients) Comm.deliverOOBMessage(msgOOB, sOwner); -- if this was a turn generated from host then it too must be updated on its select so vision/centering is triggered if Session.IsHost then -- make the selected item when active CT entry is set. local imageControl = ImageManager.getImageControl(tokenCT, false); if imageControl then imageControl.clearSelectedTokens(); imageControl.selectToken( tokenCT, true ) ; end end else -- make the selected item when active CT entry is set. local imageControl = ImageManager.getImageControl(tokenCT, false); if imageControl then imageControl.clearSelectedTokens(); imageControl.selectToken( tokenCT, true ) ; end end end end end
Screenshot_1.png
So this shot has got me, and as they say in the recent season of "Only Murders in the Building" I've scrawled my death indicator next to where my extension fell...
Screenshot_2.pngFree(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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Yesterday, 12:23 #2
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Yesterday, 13:34 #3
Don't know what you mean. Anything with active turn will have that underlay so it can better be seen with "old eyes".
This is my LIVE - if you have something else going on - I have no idea. Your describing what I see in TEST which is nothing. LIVE works. When I gave you campaign (and extensions/modules I used so you had exact test I'm running) it looked something like this and one of the CT entries had an active turn. Thus - magenta underlay.
Screenshot_3.png
And in TEST - no underlay.
Screenshot_4.png
I can't see why any Unit test code you have to run through FGU is not picking up the errors I have to find by luck. Anything in here should be being tested with some automation to insure the calls all still work as per any dev team who provides calls to 3rd parties. Nothing I end up finding is something a unit test would not have already found. Except it takes me way longer and pure luck to notice it.
https://fantasygroundsunity.atlassia...+API+ReferenceLast edited by SilentRuin; Yesterday at 13:44.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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Yesterday, 14:45 #4
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Yesterday, 15:16 #5
Submitted a fix. Should be addressed when the next Test build is updated.
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Today, 03:04 #6Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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Today, 12:06 #7
There will be an updated post in https://www.fantasygrounds.com/forum...ease-FG-v4-6-0 whenever a new build is pushed. Any other updates would be for rulesets or products.
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