- Fix release screw-up
- Update pr-BR Translation for 3.1
- New Missing Dependencies handling
- If you have an active module with one or more dependencies that are not active/not installed, you'll get a prompt on world load to fix your list
- Replaces old behaviour of essentially 'Kernel Panic'
- Added Debug Level setting
- Ideally no user will ever have to change this
- Full DorakoUI Compatibility
- As far as I can tell, anyway. If you feel like your theme isn't being catered to, reach out.
- Partial PathfinderUI v3 Compatilibity
- Pending their next release with the css class on body to key off of
- Actually enable pt-BR translation
- Add pt-BR translation (thanks @Kharmans !)
- Initial DorakoUI compatibility
- Foundry v12+ only release
- Converted the mod to ApplicationV2 exclusively
- Rewrote the whole module more or less
- Medium confidence in new CSS. Should work with all font sizes
- Should be at least as accessible as the old UI, post an issue if you have advice on this front
- Modules now have three possible states
- Suspect, equivalent to unlocked & unchecked, enabled and disabled as normal
- Pinned, equivalent to locked or checked, always active during the search
- Excluded, new option to remove a module from the search (useful for pure asset modules etc)
- Left click cycles up the state list, right click down
- Usage instructions have been moved to their own dialog, along with caveats and disclaimers
- Dialog will appear the first time you open the main FtC app each page refresh
- Has an option to disable the above behaviour
- Can be rendered via the Instructions button in the main app
- Added button to restart with "Zero Modules" (other than FtC) enabled, for quick sanity checks
- Implemented new algorithm for splitting mods in half between steps
- Attempts to keep dependency chains together when possible, should reduce false positives
- By default will shuffle the members of the list once dependencies are accounted for
- This behaviour is toggleable via the Shuffle/Deterministic toggle button
- Fix closing the Only Selected Mods step dialog without clicking a button being treated as clicking No
- Remove debug code
- Fix the mute toggle saving to the wrong setting, overwriting lock libraries
- Fix the Clear All button clearing the mute and reload all checkboxen
- Add support for reloading all connected clients along with the culprit-finder's
- New toggle button in the main window
- The CSS is potentially flaky, please let me know if you experience weirdness
- Prevent running dependency checks when unlocking a module
- Attempt number two at fixing packaging issue
- Hopefully fix bizarre packaging issue around template file case and packaging
- Refactored the whole module
- New initial module selection FormApp has several new UI features
- Force lock libraries toggle
- Clear all button (removes all locks and deselects all modules)
- Sound indicator on module lock/unlock (mute button included top right)
- Moved all UI text to localization strings. Localization PRs welcome!
- First release under new management
- v12 Compatibility
- Capitalization normalization
- Test of new release process
- Added semicolon to end of
await game.settings.set(...)
was causing reload logic to error
- Moved window reload logic to
await
instead of core settingsonchange
event. Fixes incompatibility between MM+ and Ftc
- Now compatible with FVTT v10, thanks to @arcanist
- Thanks to GitHub user @elizeuangelo for providing this patch!
- New Search filter
- New Dependency checking
- New Lock/unlock button for remembering always active modules
- fixed all manifest failures now.. hopefully!
- reverted the "fail" save from 1.3.0, since it resulted in even more bugs, ooopsie.
- Fixed packaging, removed unecessary files from the package.
- now using some manifest+ features (created an icon)
- Added reset button to each step
- Fixed button (position) in settings
- Added "fail save" for some weird cases, where only 0 modules were left
- More missing manifest updates... Should return to doing this automatically..
- Updated manifest version....
- You may now select a list of modules to keep active.
- Added statistics to each step:
- remaining modules in list
- remaining steps
- list of (in-)active modules
- Fixed some bug where (at least sometimes) the wrong result was shown
- Moved the "Find the culprit" button in module management to the bottom, right beside the "Save Module Settings" button.
- Cleaned up the code a bit.
- Initial release