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  1. #41
    @Azostar I don't have a bug, but I do have a suggested feature that might be nice:

    If you can make the ability to lock any window in place, that would be highly useful I think. To make it so that you can't accidentally make something unaccessible, you could make it so they are unlocked when you restart Fantasy Grounds.

    I have no idea if this is possible, but it would be really nice I think and prevent accidental window movements.

  2. #42
    Hey guys, quick update from me.

    I've been sent a few messages and had emails about replies on the thread, for transparencies sake I've pretty busy looking for a job over the past few weeks and it's something that I will be prioritising over working on the extension.

    That being said, it has been a while since I've updated the extension so I'll be running through any questions and bug reports that have been bought up in the thread during my absence, hopefully I can roll out an update after or even before the new year.
    Discord: Cheeky#7988
    Extensions:
    • FGTabber - More space for your FG client

  3. #43
    Quote Originally Posted by Tyrannosaurus VeX View Post
    @Azostar I don't have a bug, but I do have a suggested feature that might be nice:

    If you can make the ability to lock any window in place, that would be highly useful I think. To make it so that you can't accidentally make something unaccessible, you could make it so they are unlocked when you restart Fantasy Grounds.

    I have no idea if this is possible, but it would be really nice I think and prevent accidental window movements.
    It's definitely something that I can look into, although it would probably fall into another extension entirely. If I'm able to make it happen I'll probably roll out a bundle for UI extensions similar to the DOE extensions dulux-oz makes.
    Last edited by Azostar; December 20th, 2019 at 14:49.
    Discord: Cheeky#7988
    Extensions:
    • FGTabber - More space for your FG client

  4. #44
    Quote Originally Posted by notrealdan View Post
    OK, I finally got some time to test and found a couple of things out.

    First, the current version of FGTabber is supposed to be 0.6.6, but when I load that in FG, the chat box reports that it's 0.6.5. I'm absolutely sure I've downloaded the one currently attached to the first post as of today. So, it seems like either I'm really running 0.6.5 and the wrong file is posted here OR version 0.6.6 reports its version incorrectly.

    I do see the behavior I mentioned the other day with the current version of FGTabber (as current as I can get, see above), with the current version of FGC (3.3.9), on a completely new campaign, with only FGTabber loaded. However, it's not just the CT that shows this behavior, but it seems all windows in FG act this way under a specific circumstance, which only affected my CT earlier by chance. Basically, any window just a little too far over to the left side of the screen (within a few pixels of the left boundary) will jump way over to the right the next time its tab is loaded (almost completely off-screen). Move it over just a few more pixels away from the left boundary, and it behaves normally. I tried this with the Combat Tracker, Story list, Notes list, and Character Selection and it's consistent with all of them.

    I hope this helps!
    This helps a lot, I believe the way the window positions are stored and loaded are effecting this. I'll try and get this fixed ASAP.

    The chat box calling out the wrong version is an error on my part, I have to manually change that value and I just forgot
    Last edited by Azostar; December 20th, 2019 at 14:47.
    Discord: Cheeky#7988
    Extensions:
    • FGTabber - More space for your FG client

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