Thread: FGU Early Access - Updates
-
March 18th, 2020, 23:41 #1
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
FGU Early Access - Updates
This thread will be used to communicate changes during the early access period.
Regards,
JPG
-
March 18th, 2020, 23:42 #2
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Added /kick chat command. Use without parameters to get list of connected users.
- Added DNS resolution to direct IP connect field in launcher Join Game screen.
- Launcher links pointing to incorrect locations. Fixed.
- Formatted text field changes to module data not being saved. Fixed.
- Deleting a single point on a wall polygon occluder did not change the polygon state. Fixed.
- Image token radial menu incorrectly disabled when shortcuts disabled. Fixed.
- Delete all pointers radial menu on GM image not deleting player pointers. Fixed.
- Image door state toggling by players not being forwarded to other players. Fixed.
- Other player pointers not appearing on player images. Fixed.
Last edited by Moon Wizard; March 19th, 2020 at 04:33.
-
March 19th, 2020, 20:49 #3
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Lobby data may fail to load in some situations. Fixed.
- [MAC] Navigation keys creating invalid characters in text fields. Fixed.
- [DEV] Database node information was not automatically being added to string/number field drag behavior like FGC. Fixed.
Last edited by Moon Wizard; March 19th, 2020 at 21:38.
-
March 20th, 2020, 19:14 #4
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Improvements in handling of special characters for lobby data.
- License keys entered in lowercase or without dashes would fail in some situations. Fixed.
- Scrollbar not working in layers list of image data control. Fixed.
- Mask display not updating when swapping between image window and image background panel. Fixed.
- Image pointer drag handles remained on screen after pointer deleted. Fixed.
- [VtM] Script errors when changing tabs on PC sheet. Fixed.
- [DEV] Destroying and creating controls with same name in same script would clear parent window Lua name references. Fixed.
Last edited by Moon Wizard; March 20th, 2020 at 20:32.
-
March 20th, 2020, 22:08 #5
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Graphics performance adjustments added.
- Module edits to formatted text fields causing duplication on reload. Fixed for new loads.
Last edited by Moon Wizard; March 24th, 2020 at 22:41.
-
March 24th, 2020, 18:57 #6
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Updated network library to prevent host disconnects on UDP reset scenarios.
- Unused and incorrect lobby connection field removed from launcher.
- Removed lobby connection when running as player or in LAN game to reduce lobby server load.
- When lobby server connection lost while hosting game, host will attempt to reconnect and re-register server.
- Die text adjusted to be a little easier to read.
- Right clicking while dragging image token causes LoS and token access to be lost. Fixed.
Last edited by Moon Wizard; March 24th, 2020 at 22:41.
-
March 25th, 2020, 00:57 #7
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- LAN server mode was randomizing port, instead of using designated port. Fixed.
- [SWADE] Wound splatter graphic displayed too large. Fixed.
- [DEV] bitmapwidget.setSize values being ignored when drawing control widgets. Fixed.
-
March 25th, 2020, 18:45 #8
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Direct IP address connections outside local LAN would throw invalid address error. Fixed.
- Network logging was not getting all the information needed to diagnose connection issues. Fixed.
-
March 26th, 2020, 00:59 #9
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- [CoreRPG+] Party sheet item distribution throws error after first item distributed. Fixed.
- [CoC7E] Occupational skill points invisible after updating occupation. Fixed.
- [CoC7E] Story title and headers not displaying. Fixed.
-
March 26th, 2020, 22:29 #10
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,613
Updates
- Adjusted network channels used to have larger queues to help with possible packet loss. Still investigating further.
NOTE: Both GM and players must be on this version to connect with each other.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks