2023.06.02 :: LONDON_____________________________________
- An early-2000s snapshot of drug-fueled relationships. It starts with cocaine and goes straight up its own ass within 10 minutes. I don't think this movie needed to be made. Both Jason Statham and Chris Evans have bad hair in this.
BOARDS AND MAPS
* Scenes!
- A new "map" type, Scenes are for setting mood and aiding in story without using a map for display.
- Scenes allow for flags
- Tokens in Scenes collect in the lower left corner
- Scenes do not have Fog or Traits (they don't have cells, so)
- Cartoscape works on Scenes
- So does the Whiteboard
* Rebuild "Create New Map/Board" dialog to be more wizard like and provide templated options
- Initial templates:
* Scene
* Battlemap (Square)
* Battlemap (Hex)
* Region (Hex)
* Blank + Square Grid
* Blank + Isometric Grid
* Blank + Hexagonal Grid
- In the future, I intend to store most-recently used template and then
- Store "favorite default" settings
* Eliminate "gridstyle" column
* Promote fogcolor up to MapAsset instead of just being on GameBoard
* Add help documentation for Board Settings
BUGS
* Irritating issue with missing logo urls causing log spam
* Regression on the available characters flyout panel
* Yet another NPE in svgcanvas
2023.05.31 :: A WALK AMONG THE TOMBSTONES_____________________________________
- Liam Neeson has a specific set of skills: getting drunk and accidentally shooting children in the eye. This is an uncharacteristically dark film for the Neeson genre, with psychopathic serial killer misogynists who butcher women.
GENERAL
* Fire change event when color is selected in ColorInput (using 'input' event)
BOARDS
* Add "activate" button to board tools menu
* More intelligent defaults for creating blank Boards
* Added fog color edit to FogMachine
* Better organization for GameBoard settings tabs
- Move grid stuff to grid
- Move actions to the information tab
* Organize MapAsset edit pane into tabs
CARTOSCAPE
* Add Ellipse tool
* Add align and distribute tools
* Add linejoin and linecap tools
* Add "element opacity" tool.
* Add letter spacing to text tools.
* Add word spacing to text tools.
* Add "middle" to text anchor options
- turns out this is the default and not 'center'
* Add "convert to path" button
* Alter display logic for text options and shape options
- Don't display both for text
- Give text its own fill
* Reset hidden text value to "" on Enter and Tab keys
* Keep tool bar selected item synced up with what the canvas is doing
* Don't reselect the same tool after drawing
- there's some usability gains to be made with this but the current behavior is terrible and counter intuitive
2023.05.28 :: COLD PURSUIT_____________________________________
- Liam Neeson has a specific set of skills: running a snowplow. For $REASONS, he goes apeshit to get revenge on a bunch of two-dimensional drug dealers. There's some stellar talent in this (Laura Dern, Emmy Rossum, several Wire alumni) but they've only got a total of 10 lines. Neeson kills a mobster with a big-ass tree cutting and clearing machine. He also accidentally kills a paraglider with a snowplow.
SUBSCRIBER
* New subscriber benefit: Early-Access games!
- Games move through phases of release, and now subscribers can create Tabletops for games in early access.
- Early access games are _not_ complete. They will almost certainly have bugs or missing features.
GENERAL
* Break handlebars helpers out into their own module and change the mechanism by which they are imported
* Behavior issues with menu button links
FLOW
* Add functionality for filtering the existence of flyouts based on various things in a character.
* Add functionality to apply filters to items included in catalogs or datalists (e.g., "spell flyout that only shows cleric spells")
* Clean up/refactor the dice display logic
* Implemented functionality to change background icon of die side arbitrarily
GAMES
* Show development status on Game list page (new/released/prerelease/development)
* Add "Known Issues" block sections for several games
DRAGOSAUR
* Automatically switch to new Board when uploading via Gamespace
ALIEN
* Deployed to Early Access!
* Get calculations working correctly
* Add Panic Exit
* Revisit detail templates
MUTANT ALL
* Minor tweak to calculation for attribute in weapons (include damage change to base dice)
MUTANT: ELYSIUM
* Deployed to Early Access!
PROWLERS AND PARAGONS
* Revamp several parts of various character sheets
* Rebuild slugs for all sheets
* Set colors for all sheets
* Break Threats out into their own definitions
* Eliminate "half threat" from abilities collections; make this a calculation in sheet
* Add functionality to roll threat/half threat from slugs where appropriate
* Clean up Threat politics
* Some better tags for Threats
OLD SCHOOL ESSENTIALS
* Deployed both versions to Early Access!
* This is actually two game engines: Basic Fantasy and Advanced Fantasy
* DB Stubs
* Gamespace Config
* Entity Defs
* Collection Defs
* Sheets
* Detail Templates
* Catalogs
2023.05.16 :: A MAN CALLED OTTO_____________________________________
- This movie was lovely in every way. I was very happy with it in every particular. Tom Hanks is wonderful as always but the treasures are Mariana Treviño as Marisol and Rachel Keller as Sonya. It will hit you as hard as the opening 10 minutes of "Up". I'M NOT CRYING YOU'RE CRYING
CARTOSPACE ALPHA RELEASE
* New Major Feature!
* Implemented initial version of MapScape, an advanced drawing mode for Boards.
- Built on top of SVGEdit, which is... poorly documented and has ... many bugs.
- Localized fork of this, there's comments in line.
* Includes the following tools at this time:
- Rectangle
- Circle
- Line
- Polyline
- Freehand Line
- Text
- Image
* Actions:
- Raise selected
- Lower selected
- Lower selected to bottom
- Raise selected to top
* Shape Options:
- Fill Color
- Fill Opacity
- Stroke color
- Stroke weight
- Stroke opacity
* Text Options
- Font size
- Font family
- Text Anchor
- Styles: Bold, Italic, Underline, Strike-Through, Overline
* Keybindings
- ESC: deselect all, then exit mode if no selection
- DEL/BACKSPACE: delete selected
- Ctrl/Command-a: select all
- Ctrl/Command-c: copy
- Ctrl/Command-v: paste
- Ctrl/Command-x: cut
- Ctrl/Command-s: persist/force save
- Ctrl/Command-z: undo
- Ctrl/Command-SHIFT-z: redo
- Arrow Keys: nudge selected by 1 px
- SHIFT + Arrow Keys: nudge selected by 10 px
- v: select mode
- r: rectangle mode
- c: circle mode
- f: freehand mode
- p: polyline/path mode
- t: text mode
- l: line mode
- i: image mode
DOCENT
* Add functionality for drop-through Tours
* Add functionality to generate SVG icons
DOCUMENTATION/MANUAL
* Add page for Cartoscape
* Add Tour for Cartoscape
* Add images to several board tools pages
DOCUMENTS
* Add delete button to Realspace edit pane
ENTITIES
* Fix issue when cloning a Threat where it wasn't cloning defaults
ICONS
* A metric shitton of new icons for use in the MapScape
WHITEBOARD
* Try to get a handle on why it just plain sucks
* Think we're going to deprecate this
NUMBER INPUT
* Make steppers visible when inline
* Fix bug when min or max number was === 0 it not testing correctly (fucking javascript treating '0' as nonexistent)
ALIEN
* Fix issue with grenade stats not appearing on Mercenary (they don't exist, ha!)
* Ensure Attributes and Talents are visible in Threats
* Give non-Xenomorph threats all Skills by default, even at 0 ranks
BUGS
* Fix issues with broken resource tests (they were executing but not displaying response b/c they didn't have "names" and thus were considered to be suppressed)
* Bug with turn tracker not appearing for players in some instances
2023.05.07 :: RUN ALL NIGHT_____________________________________
- Liam Neeson has a specific set of skills including waking up with a hangover after falling asleep in a bar. Neeson beats the shit out of someone with a burning building. This movie is the same basic plot as John Wick but there's no dog.
GENERAL
* This is a multi-staged deploy
* Decrease the default size of the sidebar
* Update several module maps to be player visible
STRATUM
* Stratum-ify catalog import window list
FLAGS
* Added "clear flags" action for Storytellers
* Fixed flag positioning math when given certain combinations of "region v battlemap" + "gridstyle"
FLOW
* Move constructComplexPool() out of FlowElement and into ActionHero as a static method that takes a config
- Is now far more self-sufficient (e.g., calculating collectiondefs, etc.)
* Build functionality for allowing tests to address themselves and build their own pools, rather than do lookups
* Implement "randomof" values for collections to default an item from a list
* Add "no_action_override" for Flow actions to _not_ inherit tool actions
* Improve processing of favorites to correctly support no_action_override
* Add "reflexive" pronoun recognition (themself/herself/himself)
* Fix bug with full contexts not being synchronized with options
* Fix esoteric issue with order of operations vis-a-vis threatcollections v. collections in Calcutron
* Implement "Clear unresolved actions" action
GI JOE
* Fix issue with some weapons not working correctly
* Add "favorite" to all NPC weapons
* Fix initiative auto-rolling
* Shorten name of "BAT" for the token ("B.A.T. (Battle Android Trooper)" was ridiculous)
TRANSFORMERS
* Fix issue with some weapons not working correctly
* Fix initiative auto-rolling
OLD SCHOOL ESSENTIALS
* DB Entry
* Javascript Files
- Core
- Catalogs
- Sheets
* Hero Image
* Logo Image
MORK BORG
* INITIAL RELEASE!
* DB Entries for game & catalogs
* Javascript Files
- Core
- Catalogs
- Sheets
* Collection definitions
* Character definition
* Character Sheet
* Threat definition
* Threat Tokens
* Threat Sheet
* World Map
* Detail templates
* Hero Image
* Logo Image
* Catalogs:
- Weapons
- Armor
- Equipment
- Abilities
- Scrolls
- Threats
BUGS
* Properly delete targetlines when deselecting a target
* Fix issue where maps aren't centering on load
* Somehow max die rolls lost their gold
* Regression with slug not remembering used character
- This was two issues: 1) it wasn't reading the correct values, and 2) it was trying to set state before the board was loaded (and thus would never, ever remember NPCs)
* Don't immediately drop target line upon load
* Fix issue with touch actions being swallowed when in tablet mode
* Egregious regression regarding creating new documents
* Re-add missing game urls
2023.05.02 :: EX MACHINA_____________________________________
- A well-constructed sci-fi thriller that hits all the tropes about AI and Billionaires and manages to subvert your expectations at every turn. It holds up to repeated viewings.
GENERAL
* This started out as a half-day project to make displaying search results better and it kind of got away from me. This is clearly a chunked release.
STRATUM
* After, like, a fuckin' _year_, I've finally come up with a background image I like.
* Redesigned all cards and datalists of cards to be more consistent and just better all over
* Rebuilt all asset, silo, and catalog screens
* There was a lot under the hood here, lots of consistency and design work.
* Created BarkerButton.js in service of this
* Add Create Map dialog to profile maps
DOCENT
* Enable mask by default
* Add previous button link to tours
* Scroll to top of sections when clicked.
GAMESPACE
* Create an overview tour!
SEARCHOSAUR
* Refactor to be a bit more flexible
TABLETOPS
* Super-charge Tabletop silo screen to serve as a search results page
FLOW
* Don't show adjusters if element isn't editable
ICONS
* Magnifying Glass
* Catalog Search
* Game Search
* Image Search
* Map Search
* Profile Search
* Tabletop Search
BUGS
* Flags were not taking edits (regression)
* Gamespace settings menu was going the wrong direction
* Bug where assets were not correctly deleting from the depot (they were in the DB)
* Cellborder opacity was resetting b/c of a typo
* Oversized blockheaders in character sheets
2023.04.26 :: GHOST_____________________________________
- I hadn't seen this movie in over 30 years and had forgotten ... all of it. What I thought I remembered (that they had some kind of ghost sex?) -didn't happen in the movie at all- and thus I found myself pleasantly surprised by the movement of its story. The movie holds up! The plot is well-crafted and tight. I was worried about it being too sappy but it doesn't fall that way at all.
CATALOGS
* Fix broken catalog pages in Realspace
* Show threat catalogs
* View JSON for catalog entries
* Edit JSON for catalog entries if owner
* Change logo
* Change image
- Necessitates a reload of all game catalogs to pick this up; the default images (the game) is going away
DATALISTS
* Added in "sidebar" functionality to allow generic content to be injected inside of a datalist, but on a side
IMPERIUM MALEDICTUM
* A few bugs in some catalogs (pop deployed)
* An issue with characteristic calculation (pop deployed)
* Add Armor Location points to Armour section (sidebar)
* Add Warp Charge to Psychic Powers sections
* Add influences section to player characters
* Set default Fate Points to 3 for new characters
* Errata Updates
* Add Penetration as a stat to weapons
* Broken detail template for Equipment
BUGS
* Error in rich text saving
* Editing rich texts on character sheets fired "working" but not unfired it.
2023.04.24 :: TAK3N_____________________________________
- Liam Neeson has a specific set of skills that can't save his wife from being 'Fridged. He beats the shit out of someone with a bottle of wine that doesn't break. He is an expert but somehow the goons understand anti-shoplifting mirrors and he does not. Liam Neeson has 35 inventory slots and he fills them all with semi-automatic pistols.
GENERAL
* Change "d100" glyph to be two dice rather than one
* Some minor layout refactors in object flyouts for consistency
* Make node icons a bit more visible
MAPS AND GAMEBOARDS
* Include scrollbars in realspace
* Include zoom controls in realspace
* Some values were not translating when creating gameboards from existing maps.
* Update existing game asset map definitions a bit.
USERS
* Add subscriber badge to all places where profiles are shown.
- Did some performance fixes in the SQL for this
- It's heavy metal, man!
ENTITIES
* Better methods for generating Random Items of Collection X
DOCUMENTS
* Add description field for display
* Ensure that structured documents work in Realspace
TOKENS
* Fix menu open positioning bug
* Add default border colors to tokens to make them easier to pull out.
- These should be tied to a "politics map", defined in Gamespace
IMPERIUM MALEDICTUM
* Initial Release!
* Gamespace Config
* Threat Sheet
* Actions
* Clean up Threat Catalog weapons trees
* Entity Flyout
* PC Flyout
* Token statuses
ROGUE TRADER
* Fix mis-configured Token statuses
BUGS
* Fix issue with tabs not auto-selecting the correct tab if the saved tab no longer exists
- Can happen when switching between entity types (e.g., threat -> pc, or threat -> companion, etc.)
* Broken tag search on Searchosaur
* Prefer to not blank out the button texts on exits
2023.04.21 :: BEETLEJUICE_____________________________________
- I had never seen this movie before so it was a journey. I don't regret watching it today, but I also don't regret _not_ watching it in the 35 years it's been available to watch. Tim Burton isn't my jam; I'm not a fan. This is a Tim Burton movie. It's very dated and a product of its time. I probably won't watch it again.
GENERAL
* Added some new haqertraps
* Holy jesus a massive bug with image uploads
* Prob a chunked release over the next couple hours
ENTITIES & CHARACTERS
* Got rid of catalog sidecars in preference to platters/dialogs
- Ended up refactoring several methods from PlayerEntity and EntityFeather into just Entity.js
- In VTT and Realspace
GAME PROFILES
* Make loading of JSON editor smoother
PROFILES
* Show subscribers with a badge
* New checkbox: Is Looking for Group
DOCUMENTS
* Implement structured documents!
* Implement (and then destroy) DocumentMiniCollection.js
* Enable or disable editing of document on open foreign feathers (redraws canvases on permission changes)
SEARCHOSAUR
* Add "lfg" and "lfp" keywords
- 'lfg' returns users who have "Looking for Group" set
- 'lfp' returns tabletops that are looking for players
* Fix bugs relating to tags not working in results
* Fix terribly egregious bug regarding results displaying _at all_
LAYOUT ENGINE
* Merge static methods from CharacterSheet.js into LayoutEngine
* Generify many LayoutEngine methods so that they can handle different objects, like Documents
FLOW
* Update/Improve/Refactor derived calculation system
- Seriously this is a big upgrade
* Required moving several Entity methods up to DiceweaverObject
* Significant refactor to various "editItem" type methods
- They were written for Entities in mind, and needed to also support Documents
- They were all on CharacterSheet and it turns out they should really be in LayoutEngine
- Various LayoutEngine methods now take a dictionary of variables, rather than a giant list of arguments
* Only include the minimum elements on collection items
* Improve the layout functionality in EntityMiniCollection (byproduct of DocumentMiniCollection)
* Fix FlowTags to actually fucking work
* Add "collection" type that wraps collection data lists
* Update default sheet display so that it uses datalist header buttons rather than weird logic
* Lots of ether components become obviated.
* BEHOLD THE NEW FLESH: All ether components now more correctly named Flow*, e.g., FlowElement, FlowEnumerant
* BEHOLD THE HONORED DEAD:
- DocumentElement.js
- EntityText.js
- EntityElement.js
- EntityToggle.js
- EntityEnumerant.js
- EntityClock.js
- EntityRankBoxen.js
- EntityMiniCollection.js
- DocumentMiniCollection.js
PROJECT: PALS
* Tabletop "Buff" system
- Implement database tables and procedure calls
- buff_tabletop() procedure
- Creates a new row if none exists -OR- increases time if buff already exists
- Needs to check if user has available buff token but not necessary for this work
- Show badge on profiles of buffed tabletops
- Visible for public tabletops
* Several new JS Classes
- Conference.js, a daemon to manage webrtc connections
- ConferenceWindow.js, the window for video/audio for an individual connection
- ConferenceBar.js, the container element/system for the conference sidebar (pretty much just inherits GamespaceSidebar)
* Some Icons for this:
- Camera On
- Camera Off
- Mic On
- Mic Off
IMPERIUM MALEDICTUM
* Threat Definition
* Character Sheet
* Threat Sheet
* Patron Sheet (Structured!)
* Party Sheet (Structured!)
* This game has a LOT of catalogs holy crap
* Mutations Catalog
* Characteristics Catalog
- While these can be attributes, they'll be easier dealt with as a collection
YEAR ZERO, ALL
* Update sheets and definitions to handle new value calculation system
- Mutant:YZ, Genlab Alpha, Elysium, Mechatron, Alien, Coriolis, Tales from the Loop, Things from the Flood
- This also resulted in some better designed sheets
FATE, ALL
* Update sheets and definitions to handle new value calculation system
- Fate Core, Fate Accelerated, Fate Condensed, Fate of Cthulhu
- This also resulted in some better designed sheets
D20, ALL
* Update sheets and definitions to handle new value calculation system
- Dungeons and Dragons, Adventures in Middle Earth, Everyday Heroes
- This also resulted in some better designed sheets
PROWLERS AND PARAGONS
* Update sheets and definitions to handle new value calculation system
- This also resulted in some better designed sheets
* Fixed some bugs in the definitions for Perks and Flaws (broken label def in places)
* Swapped up "description" for "short_description" so that they appear in catalogs now.
* Fix missing alien.jpg
* Update some tokens with better images
* Break wealth/great wealth into separate entries
ESSENCE20, ALL
* Update sheets and definitions to handle new value calculation system
- GI Joe, Transformers, My Little Pony
- This also resulted in some better designed sheets
WRATH AND GLORY
* Update sheets and definitions to handle new value calculation system
- This also resulted in some better designed sheets
* Fixed missing label in an armor entry
ROGUE TRADER
* Update sheets and definitions to handle new value calculation system
- This also resulted in some better designed sheets
- This is going to get a rebuild in prep for the other FFG games, importing tech from Imperium Maledictum
2023.04.08 :: PLANE_____________________________________
- This is like the fifth Gerald Butler film I've watched in a week, which wasn't a goal but I'm not chuffed about it (he does a lot of apocalypse films and I've been on a streak). This film is just as ridiculous as you'd expect. It's dumb and fun and loud and has lots of jungle in it.
GENERAL
* This is a chunked release, and is deploying as we go
* Develop better system for collating message strings
* Refactored the node modules into a directory structure. It was getting chaotic
* Lots of person tokens
* Clean up some minor position and pokey issues with ButtonMenu
CELL NOTES
* Tables
* Procedures
* Javascript File (CellNotes.js)
* Icon for Cell Notes
* Node Service (CellNoteService.js)
STRATUM
* Various performance improvements on the home page
* Add "schedule demo" link to homepage
MAPS AND BOARDS
* Implement and add map scale legend
* Allow boards and maps to be created with a background color and no image
* Add edit background color to board tools
ICONS
* Scale Icons for Vert Hex, Horiz Hex, Square, Iso
EVERYDAY HEROES
* Initial Release!
* Character Sheet
* Threat Definition
* Threat Sheet
* Companion Definition
* Companion Sheet
* Talents Definition
* Talents Catalog
* Plans Definition
* Tricks Definition
* Tricks Catalog
DUNGEONS AND DRAGONS
* Fix broken skill entries in Threats
* Better Skills flyout and system for Threats
* Add Death Saves
* Better character sheet layouts (inherit from Everyday Heroes)
ADVENTURES IN MIDDLE EARTH
* Fix broken skill entries in Threats
* Better Skills flyout and system for Threats
* Add Death Saves
* Better character sheet layouts (inherit from Everyday Heroes)
* Break out senses for Threats
IMPERIUM MALEDICTUM
* Threat Catalog
* Threat Tokens
BUGS
* Regression in whiteboard edits
* Bug with Mini Collection items
* Several small issues with using RankFillboxen on specific fields rather than "ranks"
2023.04.01 :: LAW ABIDING CITIZEN_____________________________________
- This was surprisingly good and tense for what it is - a kind of inverse heist/hunter-killer thriller where you turn off your brain about it. I'm surprised it didn't have a higher profile. I expect the Fridge Logic will hit in the coming hours but I enjoyed it while I was watching it. The director - F. Gary Gray - has produced some pretty solid popcorn fare, so now I'm looking forward to his future endeavors.
GENERAL
* Add some new SVGs for the logomark
TOKENS
* Add quintuple size for tokens
* Implement token size mappings!
- Tokens can now be set to automatically size themselves based on an attribute.
- The definition includes information for variable cell shapes but this isn't currently used
- Individual tokens can still have overrides
- This is put in the Gamespace Config:
"tokensizemap" : {
"attribute":"size",
"map" : {
"small": { "tokens" : ['half'], "cells" : [1,1]},
"common": {"cells" : [1,1]},
"large": { "tokens" : ['double'], "cells" : [2,2]},
...
}
},
- Built into:
- Essence 20 engines (Transformers, GI Joe)
- d20 engines (Dungeons and Dragons, Adventures in Middle Earth, Everyday Heroes)
- Imperium Maledictum
- Wrath & Glory
- FFG Warhammer40k engines (Rogue Trader)
MAPS AND GRIDS
* Refactor basic grid system
- Square grids now use same system as hexes
- Resize base hex svgs to 100x114/114x100 (old: 88x100/100x88)
- Grids now work at all sizes (previously breaking at sizes > 100)
- Single method, reduce duplication of css and math logic (e.g., everything is svg > polygon or svg > rect)
- Faster calculation of grid positions (probably not discernable, this is super simple math)
- This required eliminating the "ghost" and "standard" cell styles
- These will come back but they're going to require different technology
* Alter system for x/y offset to simply be better
* Better design system (and designs) for cell traits
* Fix issue with hexes not filling entire map area on larger maps
* Add new cell shape: Isometric
- This needs improvement
* Add new cell grid setting: border opacity
* Moved Board settings to a panel accessed from the panel menu
* Eliminate "gridstyle" option now, as the two remaining options ('bordered' and 'invisible') are no longer valid since both are obviated by the cell opacity value.
IMPERIUM MALEDICTION
* Boons Catalog
* Liabilities Catalog
* Contacts Definition
ROGUE TRADER
* Characters were showing up as new threats, and threats were showing up as new characters
2023.03.29 :: XXX:STATE OF THE UNION_____________________________________
- This movie is terrible in every way and you should not watch it.
TOKEN SETS
* Add some more animals
CHARACTER SHEETS
* Add functionality to suppress parts when outside of VTT
TRANSFORMERS
* Show "add" buttons for specializations, alt modes, etc. outside of VTT
* Add missing alt-mode attacks (ram + flyby)
ADVENTURES IN MIDDLE EARTH
* Issue with creating custom virtues
EVERYDAY HEROES
* Character Definition
* Gamespace Config
* Some missing threats
IMPERIUM MALEDICTUM
* Character Definition
* Macharian Sector Map
* DB Stubs
* Catalogs & Collections:
- Skills
- Specializations
- Talents
- Psychic Powers
- Weapons
- Armor
- Equipment
- Influence
- Critical Wounds
BUGS
* Some issues with character sheets outside of the VTT
2023.03.26 :: DEEP IMPACT_____________________________________
- I love disaster movies and this is one of my favorites. It's a well-balanced story and mostly based in scientific fact - because it's based on an Arthur C. Clarke story, "The Hammer of God", which I had coincidentally read maybe the year prior to its release. An important part of a disaster film is to actually _see_ the disaster and this one manages to do that _and_ allow the heroes to save the day. Made pre-9/11, one of the most dramatic images is a tidal wave destroying the twin towers. You can tell this movie is "in the future" because it has a black president.
GENERAL
* Correct icon for "Boards" on board flyout
* Correct icon for Catalog Settings
* Switch to "import" glyph where appropriate
* Light refactors regarding svg defs in various places
* Add slight glow animation to fire cells
* Add 'Restricted' mode for rich text editors (does not include headers or media import)
STRATUM
* Just go with the purple version of the global nav. It looks so much better and non-detached
* Better sticky behavior on asset library screens
* Fix bug with bulk actions appearing when they should not
- These need a full overview
ICONS AND GLYPHS
* Icon: Create Document
* Icon: Create Board
* Icon: Import Board
* Icon: Create Catalog
* Icon: Import Catalog
* Icon: Catalog Settings
* Glyph: Import
ACTIONHERO
* Support for passthrough functionality for poolroll and fudgepool
TABLETOPS
* Change "description" to a Rich Text Field.
GAMES AND MODULES
* Change "description" to a Rich Text Field.
* Better configuration for "features" and "known issues" fields
USERS AND PROFILES
* Change "bio" to a Rich Text Field
* Move action buttons to sidebar in 3rd person view mode
* Move website and location to sidebar
* Add catalogs to user profile
CATALOGS
* Add 'add catalog' button to Catalog Library screen
* Change "description" to a Rich Text Field.
* Bug in viewing data in catalogs in realspace
* Don't show dragtabs in realspace
MEDIA ASSETS
* Change "description" to a Rich Text Field.
* Enable upload of WebP files
DOCUMENTS
* Add 'add document' button to Document Library screen
* Fix sizing issue with PDFs displaying outside of the VTT
* Fix issue where newly uploaded PDFs were not marked as "assets" and instead as rich text
BOARDS & MAPS
* Change "description" to a Rich Text Field.
* Add 'import boards' button to Board Library screen
* Add 'add board' button to Board Library screen
* Added X and Y offsets to map/board grids
* Redo/refactor Cell and Token sizing math
* Some (but not all) bugs with determining move radius`
* Added cell scale units
- These are surfaced to edit panes, but don't do anything yet
- cellscale
- cellscale units
* Update Module Maps to be owned by the Diceweaver user
TOKENS
* Fix several bugs and set up new mechanisms for better drop locations with Hexagonal Battlemaps
* Apply some magick to handle positioning of the status and button menus, when they're too close to the edges of the map.
* Switch properties dialog to be an actual Dialog over a localized platter.
* Don't allow two tokens to occupy the same cell
* Position tokens centered on the cell they are in, rather than from 0,0 of the cell
* Move token sizing to javascript over css so as to better handle positioning on center
* Correct hexagon sibling maps (not quite used yet)
* Much better hexagon move algo display
* Eliminate "Double Move" concept
* Allow players to move tokens outside of movement range. This effectively turns movement range into a suggestion.
TURNTRACKER
* Set default turn order to -1
* Don't show turn tracker at -1 turn
HEXSTORM
* Add intersection observer to prevent it from firing when out-of-view
- It was queueing up thunder, and then going _insane_ when it came into view.
* Add fingerprint image
STRATUM
* Make Default Login screen!
* Phablet layout
* Tablet layout
* Add old Nexuswar art to repository
* Add BIMI record SVG file
* Better version of "dio" slice
* Create the Sliceosaur, a sort of accordion/carousel
FATE
* Set up initiative rolling in a way that actually works.
- This requires it to NOT be fudge dice, but instead d3 dice
TRANSFORMERS
* Beta Release!
* Entity Definition (transformer)
* Threat Definition (transformer_threat)
* Vehicle Definition (essence20 base)
* Character Sheet (TRANSFORMER_SHEET)
* Threat Sheet (TRANSFORMER_THREAT)
* Perks catalog
* Weapons catalog
* Gear catalog
* Hangups catalog
* Vehicle catalog
* Threat catalog
* Threat Tokens
IMPERIUM MALEDICTUM
* Game DB Stub
* JS Files
* Logo
* Hero
MY LITTLE PONY
* Game DB Stub
* Catalog DB Stubs
* JS Files
* Catalog Stubs
* Logo
* Hero
EVERYDAY HEROES
* Weapons Catalog
* Armor Catalog
* Equipment Catalog
* Vehicle Catalog
* Threat Catalog
* Lots of Threat Tokens
CORIOLIS
* Entity Definition
* Threat Definition
* Catalog Definitions
* Gamespace config
* Entity Flyout
* Character Flyout
* Default maps
* Some Threat Tokens
BUGS
* Party Flyout not correctly updating at times
* Some player list entries were duplicating at times
2023.03.12 :: TRIANGLE OF SADNESS_____________________________________
- This is the darker, grittier version of Gilligan's Island you didn't know you didn't want.
HEXEN
* Some small fixes to positioning
MAPS AND BOARDS
* Add horizontal hexes as an option
* Add hexagonal resizing functionality
STRATUM
* Clean up Code-of-Conduct display issues
* Several new quick videos
* Non-logged in globalnav
* Don't pay attention to saved font-size when logged out
* Fix issue where svgcore was blowing layouts (e.g., only include it where it's used)
GI JOE
* Refactor out into separate files in preparation of additional Essence20 games
* Create EssenceCommon.js, EssenceSheets.js
TRANSFORMERS
* Core Files
* DB Stubs
* Gamespace Config
* Logo
* Hero
* Catalog: Skills
EVERYDAY HEROES
* Core Files
* DB Stubs
* Gamespace Config
* Skills catalog
* Feats catalog
* Logo
* Hero
TOKENS
* Bug with nameplates appearing for storytellers in pin mode
2023.03.09 :: ROCKY (ALL OF THEM)_____________________________________
- Rocky is one of the greatest films of all time and I will brook no slander to the quality of its acting, writing, directing, cinematography, dialog, or score. Sly Stallone's laconic performance nestles perfectly to Burgess Meredith's scene chewing. If you've already seen this, you will do yourself a favor with a re-visit to Stallone's masterpiece - and first outing - and if you've never seen it, you have a joy waiting for you. There's a reason why this became the template for nearly every sports-or-overcoming-adversity film afterwards. The story of how the movie came to be is itself an epic tale that mimics the journey of its hero.
- I ended up watching every Rocky movie through Creed II (eight films: Rocky, Rocky II, Rocky III, Rocky IV, Rocky V, Rocky Balboa, Creed, and Creed II). Watching them as a solid unit brings a different understanding about them: It is a mistake to think that these are movies about a boxer who wins in the ring. They are not. These are movies about courage. They are - every one of them - about a man who looks in a mirror at different parts of himself and confronts them and does the thing he has to do. Some of these demons are deeper than others. Some of these confrontations are more successfully than the others.
GENERAL
* This is a chunked release.
* Icon: Blocklist
USERS & USER WINDOWS
* Add block list page
- + BlocklistLibrary.js
* For self-windows, break out into tabs.
- Privacy
- Private Data
- Public Data
- Circle
- Block list
CATALOGS
* Always draw drag handles, just hide them with CSS
CORIOLIS
* Threat Catalog
DUNGEONS AND DRAGONS
* Enable player adds for weapons, armor, equipment
* Issue with Perception stat
ADVENTURES IN MIDDLE-EARTH
* Enable player adds for weapons, armor, equipment
* Add missing armor catalog
* Fix gear tab to not show magic items tab
* Issue with Perception stat
ROGUE TRADER
* Minor clean up on Voidship threats
BUGS
* Board Turn update throwing errors when whiteboard is too big
* Board Trait update throwing errors when whiteboard is too big
* Board Fog update throwing errors when whiteboard is too big
- All handled by removing whiteboard url from the board update calls.
- This also resulted in removal of two socket calls which were never used (boardtrait + boardfog)
* Poorly formatted message when rolling dice without operating a character.
* Wrong die name when rolling d3
2023.03.05 :: THE BROTHERS BLOOM_____________________________________
- I thoroughly enjoyed this! This is a fun story about a pair of con-men who end up on an adventure. There's a love story! The cons interweave with each other so much that - even at the end - you can't tell what's real and what isn't, who is conning who, or who knows which or what. The cast is wonderfully on-point. Rian Johnson has become one of my favorite creatives and I'm glad he got to work with Maximilian Schell.
GENERAL
* Refactor the client image tree to be less crufty
- Delete lots o' dead images
* Some language clean up in documents (mostly s/diceweaver/Diceweaver/ legacy branding)
* Add "pass through" functionality for actions/tests that don't need die rolls but should get displays (e.g., non-targeted spells)
* Move "catalogs" to top of section on Game Profile pages
* Display information panes instead of disabled components for edit panes when user cannot edit
* Add "clear target" button to target window
* Show fields on Catalog definition page
* Add "view json" to Characters/Entity Feathers
LOBBY
* Some design changes
* Add "subscribe" link to disk usage panel
* Add "Coming Soon" panel
* Add "Latest Games" panel
* Add "Latest Updates" panel
STRATUM DESIGN
* Some cleverness to allow for development on new design while also keeping old design
* Merge-in of sidebranch:
- Began work on redesigned homepage/login screen (coded: Stratum)
- Redump Wrath & Glory Logo image
- Break hexen css out into its own file
- Better math for layouts
ICONS
* Game Documents
* Game Maps
* Glyph: Print
* Glyph: JSON
* JSON core icon
CHARACTERS
* Print Character (EXPERIMENTAL - css is terrible)
GAMES
* Enable viewing of this silo by anonymous users
- This required a chunk of testing for the existence of a user, which is why touched so many files
- Also required promoting many files to the core script list
* Includes Game Profiles, local galleries, and local assets
DUNGEONS AND DRAGONS
* Add short descriptions to skills
* Add ranged spell attack mechanics
* Add melee spell attack mechanics
* Add "cast_spell" mechanics
* Add "short_description" to Spells
- Show this in catalogs and flyouts
ADVENTURES IN MIDDLE-EARTH
* Add short descriptions to virtues
* Add short descriptions to skills
G.I. JOE
* 3d6 and 2d8 icons were not appearing when rolled from the pool roller
CORIOLIS
* Javascript Files
* DB Stubs
* Catalogs:
- Attributes
- Skills
- Concepts
- Talents
- Icons
- Vehicles
- Weapons
- Armor
- Gear
BUGS
* Clicking on a Library Item while in Selection Mode should not go to the asset screen
* Image assets were blowing their border sizes on the asset view screen
* Create Tabletop from Game Silo not auto-selecting game (was threading issue)
2023.03.01 :: SPAWN_____________________________________
- This is the most McFarlane of grim & cheesy stories ever told. It is "something" and that "something" is "not good with the quality of a video game cutscene". I don't think anyone really wanted to be in this film, except maybe Martin Sheen who plays the villain with so much ham he probably never has to eat bacon again (In another couple years he'd be the president!). The lone fun spot is Leguizamo's clown, who steals every scene, but that makeup must have been pure hell. The soundtrack to this movie is fucking _aces_ but the film itself retroactively makes the 90s suck more.
GENERAL
* Add three-quarters size option for tokens.
CHARACTER SHEETS
* Add padding option
* Add margin option
* Clean up background color and border color options
ADVENTURES IN MIDDLE-EARTH
* DB Stubs
* Javascript files
* Gamespace Config
* Entity definition
* Threat definition
* Catalog definitions
* Virtues Catalog
* Armor Catalog
* Weapon Catalog
* Equipment Catalog
* Threat Catalog
* Threat Tokens
* TURNED ON THE FIRST CRANK
* Release
DUNGEONS AND DRAGONS 5
* Add difficulties to skill actions
* Clean up Entity definitions a bit
* Add three-quarters size to all Small sized threats
* Add short description to Feats
* Break speed values into their own
* Better layout for info, wealth, personality, description tabs
* Add speed to threats
* Add xp value to threats
* Break various threat senses out into their own
* Re-do Character Info sheet panel
* Re-do Threat Info sheet panel
MUTANT: YEAR ZERO
* Bug with Worm Swarm definition
* Bug with Threat sheets
SIDE-BRANCH WORK, NOT MERGED
* Began work on redesigned homepage/login screen (coded: Stratum)
* Redump Wrath & Glory Logo image
* Break hexen css out into its own file
- Better math for layouts
2023.02.24 :: NON-STOP_____________________________________
- Liam Neeson has a specific set of skills that he uses on a plane. The plot hinges on certain technologies that did not exist when it was filmed and were not future-proofed to the current day. There is a bomb hidden inside a suitcase of cocaine. Liam Neeson beats the shit out of someone with an oxygen mask.
COMPONENTS
* Add mechanism/process for enabling edit modes on CollectionCheckboxen. This unlocks a lot of stuff
* Process checkbox changes across the client
* Add "don't reset scroll position" value for ButtonMenu
G.I.JOE
* Sort columns on Perk Flyouts
* Perk detail template
* Vehicle Sheet
* Vehicle Definition
* Vehicle DB Stub
* Vehicle Threat
* Vehicle Tokens
* Pet definition
* Pet sheet
* Pet and Drone Perks
FATE: ALL
* Better color/style for dice
* Don't show "maximum" results when not maximum
FATE:CORE
* Add shim to convert old version of characters to new
* Update engine
* Update catalogs
* Update sheet
FATE: CONDENSED
* Enable stress box editing
* Release
FATE: ACCELERATED
* Enable stress box editing
* Release
FATE OF CTHULHU
* Enable stress box editing
BUGS
* Terrible interface thing where menus were bouncing around after scroll updates
2023.02.22 :: THE COMMUTER_____________________________________
- Liam Neeson has a specific set of skills that he uses on a train. A plot point hinges on a guitar being left-handed, but it's clearly right-handed. Neeson beats the shit out of someone with it.
GENERAL
- Another chunked release!
DATALIST
* Fixed issue with sorts broken on full collection items
* Fixed issue with default sorting being obeyed correctly
* Improved performance (remove populate() from applyState(); move applyState() up top)
* Remember sorts across page loads
G.I. JOE
* Shifts and Edges for pull down modifiers
* Don't show edge/snag/shift on threat template values
* Add origin perks
BLADES IN THE DARK
* Playbook catalog
* Playbook abilities catalog
* Crew type catalog
* Factions catalog
SCUM AND VILLAINY
* Playbook catalog
* Playbook abilities catalog
* Factions catalog
BUGS
* Ensure selected state for ExclusiveButtonSet
* Issue with saving descriptions on threat collection items
* Regression with full collection item grinding
2023.02.19 :: SHARPER_____________________________________
- This was fun! It's an onion of cons, and the talent was exceptional. It was capable of fooling me at multiple points (I love trying to figure out what is _actually_ happening in these types of movies). Stacey was less enthusiastic about it.
GENERAL
* Better behavior smoothing on inviting new players to tabletops
PERFORMANCE
* Significantly reduce fullcollectionitem grinds
* Reduce tabletop flow post loads to 50 for now until I can improve general Flow performance
FLOW
* Rebuild GameDie.filter() so that inverse is handled in a separate logicspace
DICE SERVICE
* Handle advantage/disadvantages in pools on the server side
LOBBY
* Some redesign efforts to make this more usable and understandable
* Ensure we are only counting active assets for asset counts on the lobby
GAME PROFILES
* Add fields and populate for all games:
- publisher url
- homepage url
- rulebook url
- quickstart guide url
COMPONENTS
* Force sort SelectMenu options alphabetically
* Create ExclusiveButtonSet
GIJOE
* Add all skills to the weapon definition tree
* Get Edge/Snag working
* Get Shifts working
* Fix issue where base dies were triggering critical success
FATE:CONDENSED
- Improvements and changes here will be back-ported to Fate Core
* Engine Stub
* Skills catalog
* Threat Definition
* Threat Sheet
* Character Sheet
* Definitions for Stress and Consequence
* Stress Collection Definition
* Consequence Collection Definition
* Party Flyout values
FATE:ACCELERATED
- Improvements and changes here will be back-ported to Fate Core
* Engine Stub
* Threat Definition
* Threat Sheet
* Character Sheet
* Definitions for Stress and Consequence
* Approach Collection Definition & Catalog
* Stress Collection Definition
* Consequence Collection Definition
* Party Flyout values
FORGED (BLADES IN THE DARK & SCUM AND VILLAINY)
* Common cause elements and JS files:
- Collection definitions
- Gamespace config
BLADES IN THE DARK
* DB Stub
* Catalogs:
- Attributes
- Actions
- Items
- Crew Upgrades
SCUM AND VILLAINY
* DB Stub
* Logo and Hero
* Catalogs:
- Attributes
- Actions
- Items
- Ship Types
- Ship Upgrades
- Ship Powers
BUGS
* Tabbed Collection Flyouts not remembering selected tab
* Fix issue with targets not correctly selecting on load
* Die icons for 2d8 and 3d6 in the flow board
2023.02.14 :: THE PALE BLUE EYE_____________________________________
- This was a well-executed period-piece whodunnit. Harry Melling is an excellent Poe, and I enjoyed it in the moment but I doubt I'll remember it for long. While Poe is a great character I'm not sure why he was included in it.
GENERAL
- Another chunked release
* Remove dialog drop-in animation as it was just chunky
* Prefer actual field names over "fieldname-id"
* Array initiative system
THREATS, CREATION OF
* Change verbiage
* Add "onreturn" handler for giving it a name to reduce clicks
* Reduce weirdness where Threats were over multiplying
* Update threat template windows when changed immediately
* Add ability to clone existing threats to local catalog
G.I.JOE
* Add Cobra high command to Threat catalog
* Add default skills to threat templates
* "security_ear" -> "security_gear"
* Rebuild threat definition to have derived attributes for toughness, evasion, etc.
* Minor threat changes
ALIEN
* Implement initiative Draw system
2023.02.12 :: BEAST_____________________________________
- I'm not sure why this film was made in the year of our lord 2022. This is Jaws, but with a lion. It wanted to have an anti-poaching moral tone to it but that's just ... dispensed with. It looks like everyone had fun making it, though.
GENERAL
- Another chunked release!
FLOW
* Static-ify all of CharacterSheet's methods
* Make edit button construction a static method on CharacterSheet
* Add edit functionality to MiniCollection values
* Add "new item" functionality to MiniCollection
* Lots of refactor to clean up classes, mostly unifying applyLayouts() and applyClasses()
CHARACTER FLYOUTS
* Refactor a lot of this for easier clean up
- Unified newItem() methods
- Reduced lots of collectiondef cruft
G.I.JOE
* Fixed regression on specializations
FATE OF CTHULHU
* Add edit functionality to Aspects and Consequences
* Threat catalog images
* Party Flyout values
ROGUE TRADER
* Add ranks to skill detail panel
* Fix error in skill definition for type
2023.02.11 :: WHAT LIES BENEATH_____________________________________
- Taught, well-designed thriller that has you whiplashing about ghosts. Everyone in it is great, especially the side-characters. This is like the third movie I've watched in a month or so where an old Harrison Ford takes his shirt off.
FLOW
* Enable columns in charactersheet defs to be defined proactively instead of automatically
- Useful when the item template is multi-rowed
THREATS
* Enable editing of threat metadata
* Some performance weirdness with the threat catalog
- This may introduce a different performance problem
PLAYER FLYOUT
* Add "name" field
* Add data-userid identifiers
G.I.JOE
* Ensure that weapons can be added/edited by players
* Break movement out into ground/aquatic/air
* Specializations -> Modifiable Labelbuttons
* Perk Catalog
- Focus perks
- Influence Perks
- Role Perks
- include "Lead by Example", missing from rulebook
- Yo Joe Battlecry
MUTANT
* Add generic mutant npcs to threat catalog
BUGS
* Fix edge case where characters were not able to be deleted by a Storyteller
* Fix bug with resync of characters after a deletion
2023.02.07 :: JENNIFER 8_____________________________________
- Typical serial killer whodunnit from the period. The opening junkyard scene is aces for character building and mood setting. Overall a decent thriller featuring a young Uma Thurman.
GENERAL
- This is a chunked release, deploying in parts for testing purposes.
- YO JOE
FLOW
* Add new logic tree for calculating die pools based on pool ranks, rankedpoolarray:
"poolmakeup" : {
"base": 1,
"rankedpoolarray": "skill"
}
- Will roll through the ranked pool defined (probably through a foreign key collection) and then add every die labeled "skill" to the pool
- (example will also add 1 base die, plus all dice in the "skill" values)
* Several small css fixes around places
* Better handling for flyout item layout writing
* Implement separate "actionable item" value on itemtemplates
* Glitchy label on various fields
GAMES & MODULES
* Add field: Features
* Add field: Known Issues
G.I. JOE
* Get specialization pool value calculation working
* Threat sheet
* Better layout for weapons
* Dice mechanics
* Add specializations to Threats
* Include damage in combat texts
* Call out critical successes
ALL ENGINES
* Update sheets with some new definition stuff, the better to layout
- More to come
2023.02.05 :: ENCOUИTEЯ_____________________________________
- This is not what it says it is on the tin. It is tagged "Sci-fi" and "Adventure" but it is neither of those things. It isn't feel good in any way. The performances are excellent, and the writing is well-done, but do not be fooled by the description.
CLOCKS
* Implement Clocks!
* Primary class is GameClock.js; Entity specific is EntityClock.js
* Use in sheets:
{
"item": "corruption",
"label": "corruption", // label, only for entity clock
"type": "clock",
"segments": 7,
"editable": true
}
FLOW
* Implement the concept of "foreign collection items" into the processing system for actions
* Use dice shapes in the background of diepool displays now
* EntityCheckboxen.js : used for drawing a collection of booleans
* Implement filtering for collection gathering
* EntityMiniCollection: An insertable collection list (as fragment), that supports itemtemplates, filtering, pre-sorting
- Needs features but this is a MAJOR thing
G.I. JOE
* Get weapon attacks to use their correct skill association
* Specialization definitions
TIMEWATCH
* Engine Stub
FATE OF CTHULHU
- Improvements and changes here will be back-ported to Fate Core
* Engine Stub
* Skills catalog
* Magick Catalog (Spells and Rituals)
* Threat Definition
* Threat Sheet
* Character Sheet
* Threats Catalog
* Threat token images
* Definitions for Stress and Consequence
* Stress Collection Definition
* Consequence Collection Definition
VAMPIRE
* Images for threat catalog tokens
BUGS
* Egregious cascading dice bug
* Exception when arriving at /tabletops/ when not logged in
* Wheel scrolling was being tossed when datalists in card mode in the wrong places
* Issue with overly long user names
* Flags not updating correctly
* Issue where slug buttons were only showing as text
2023.01.29 :: YOU PEOPLE_____________________________________
- Terrible.
GENERAL
* Improve layout of sidecar catalogs'
* Some new SVGs:
- d2/Coin
- d16/2d8
- d18/3d6
DICE SERVICE
* Allow for sum dice elements (3d6, 2d8, etc.) to be included in dice pools as discrete values
- e.g., ['d6', 'd20', '3d6']
ACTION HERO
* Implement better recursion test methods
BOARDS
* Implement cell highlight colors
GAMES
* New design for game silo screen
* Updated tags for everything
* Updated descriptions for everything
FLOW
* Expand the Magick Processor to allow for new values for "onvalue": "all" and "remainder"
* Add functionality in the "onvalue" processor to support "adding" to variables
* Add "rankedpool" action to default button presses
* Add "config" and config.type options for Magick workflows:
- successpool (default)
- pooltotal
* Improve the Calcultron to understand target entities
GI JOE
* Entity Definition
* Threat Definition
* Party Flyout
* Threat Flyout
* Threat Token Images
NEW GAME STUBS
* Logo & Hero
- Blades in the Dark
- Black Crusade
- Call of Cthulhu
- Coriolis
- Dark Heresy
- Deathwatch
- Dune
- Expanse
- Fate of Cthulhu
- Only War
- Swords of the Serpentine
- Transformers
* DB Stubs
- Transformers
- Swords of the Serpentine
- Expanse
- Fate of Cthulhu
- Coriolis
2023.01.22 :: PATRIOT_____________________________________
_ Think back to the last time you ram-chawed a partial chim set. Standard, right? We've been ram-chawing chims since the aqueducts of Ancient Rome, hey. But what if I told you that's the basis for the empire's collapse?
GI JOE
* DB Stubs
- Game
- Weapons
- Perks
- Skills
- Battledress
- Gear
* Character Definition
* Skill Catalog
* Battledress Catalog
* Perk Catalog
* Gear Catalog
* Logo
* Hero
WORLD OF DARKNESS
* Armor Def
* Equipment Def
VAMPIRE
* Dice Pool Config
* Armor Catalog
* Threat Catalog
MAGE
* Dice Pool Config
* Armor Catalog
WEREWOLF
* Dice Pool Config
* Armor Catalog
2023.01.18 :: WITCHER: BLOOD ORIGIN_____________________________________
- This was fun for what it was but I wasn't sure who I should root for or why a lot of the time. Magick in the Witcherverse is poorly explained at best but it is usually internally consistent and there were a lot of holes here. This seems to retcon a bit of Ciri's origin story which may bother some but not me: it was also always murky (and got really _weird_ with the whole unicorn wars). The greatest event in their history - the Conjunction of the Spheres - felt like an afterthought, which was a bummer. The series would have benefited by being twice as long so that we could get to know the characters. Francesca Mills is a delight and steals every scene she graces and Minnie Driver was wasted.
GENERAL
* Implement system whereby systemdefs are only loaded when required for debugging or reading, thus radically reducing system load times
TIMEWATCH
* Initial DB entry
* Catalog: Investigative Abilities
* Catalog: General Abilities
* Character Definition
MAGE: THE ASCENSION
* Clean up attributes
* Add stub Threat catalog
* Add Weapon catalog
VAMPIRE: THE MASQUERADE
* Clean up attributes
* Add stub Threat catalog
* Add Weapon catalog
WEREWOLF: THE APOCALYPSE
* Clean up attributes
* Add stub Threat catalog
* Add Weapon catalog
2023.01.15 :: WILLOW_____________________________________
- A fun romp! This isn't seriously dark or seriously light; it's fun but feels incomplete.
GENERAL
* Burn some "source map not found" warnings with fire
* Reenable attempt to retain map center on zooms
- This is complicated b/c depending on the direction the map center may be pulled away from center
RICH TEXT EDITORS
* Get RTE fields to sync across characters
* This includes all Notes fields!
CHARACTERS
* Deleting or adding an item to the active entity now syncs across inhabitations
- Still needs to match up with sheet windows
USER WINDOWS & PRIVATE MESSAGES
* Fix issue with re-opening user windows
* Scroll user window to bottom
* Correctly remember saved state
* Don't include dice tray on personal flowboard
* Save read states of private messages
* Automatically resolve private messages when seen
- This happens when the window is opened OR
- When the message arrives if the window is already open
* Ensure that private messages use their own resolution code (privmsgresolve over actionresolve)
* Don't sent private message resolutions to anyone except their owners
* Indicate when private messages are seen
* Include unread count in private message notifiers
* Surface feathers with unread messages
FLOWBOARD
* Jeez louise enough with the private message notifications
- This new change allows for some serious upgrades, like including "X Unread" in the text.
PC LIBRARY / PARTYFLYOUT / YGGDRASIL
* Match PartyFlyout's API to PlayerCharacterLibrary
* Move all functionality from Yggdrasil.js to PartyFlyout.js
* Replaced all instances of GAMESPACE.partyflyout & GAMESPACE.yggdrasil with DICEWEAVER.pclibrary
BOARD LIBRARY / BOARD FLYOUT / ATLAS
* Create single pathway for map switching and initialization, clearing redundant code
* Some issues with map centering on logical coordinates
* Bug where vaporizing a token off a secondary board was failing
* Merged functionality of Atlas into Boardflyout
* Turned BoardFlyout API into the same as the BoardLibrary
* Excised Atlas.js
* Replaced all instances of GAMESPACE.boardflyout & GAMESPACE.atlas with DICEWEAVER.boardlibrary
* Moved space switch controls into Gamespace.js
* Introduced and then fixed bug with cascading HexStorm errors
CATALOG LIBRARY / CATALOG FLYOUT
* Create CatalogFlyout.js as the tabbed instance just wasn't working
* Match CatalogFlyout's API to CatalogLibrary
DOCUMENT LIBRARY / DOCUMENT FLYOUT / LIBRARIAN
* Eliminate tabbed interface here as it just doesn't work
* Match DocumentFlyout's API to DocumentLibrary
* Excised Librarian.js
* Correct icon for Document Flyout (was using generic icon, instead of Tabletop)
MUTANT ET ALL
* Add Artifact section to Ark sheet c
* Added Permanent Rot Points to Humans, Animals, and Mutants
* Added Rot test to those
* Add "Pool Points" to all games
* Replace MP/FP/EP values on threat sheets with the pool point data
2023.01.08 :: TOP GUN: MAVERICK_____________________________________
- Imagine a movie where the entire two hours is about planning for the Death Star run in "Star Wars". And the only person who is capable of withstanding the high g turns and has the reflexes required to pull it off is a 60 year old. They mawkishly telegraph Maverick's death the entire time but spoiler: he does not - unless you think of it as a version of "Occurrence at Owl Creek" but without the reveal (there are two points where this can happen but my favorite is "when the dial clicks to 10.1")
GENERAL
* This is a chunked release.
TURN TRACKER / COMBAT / ACTION HERO
* Implement concept of multiple configurations
* Layout issue in turn display
* Clean up lots of squirrilliness about combat start end end
* Implement "on combat end" action pool
* Implement "reset_values" default action
- takes array of values to reset to default
- works on board and entity
* Implement "test.drawfrom" functionality (sibling to test.die / test.pool)
* Implement "combatonly" action configuration
BOARDS
* Implement volatile data system on boards
ALIEN
* Boy is the initiative system here funky as all hell
2023.01.06 :: GEMINI_____________________________________
- A fun murder mystery that provides exactly what it says on the tin.
GENERAL
* Add warning notice to js console
CHAT/EVENT LOG
* Make user names hot/clickable to open chat windows
* Remove parens from user names when not necessary
* Fix issue with zooming to tokens (incorrect coord math)
PLAYERLIST
* Make the Playerflyout an instance of PlayerlistLibrary
- This ends up obviating Dugout.js, which gets killified
* Lots of synch issues with adding/removing players
* Surface better why you can't invite someone to your Tabletop
SOCKETS
* Move several socket conversations to a "global" listener system that attempts to do the right thing whether we're in Gamespace or not.
* Synchronized the following socket calls between Game and Real space:
- Character Edits
- Party List
- Board List
- Board fog/trait/edits
MANUAL
* Continued work on documentation and how-tos.
TOKENS
* Minor css update for pin-mode tokens
* Issue with drop/load sync on pin tokens
* Don't show fogged tokens in the Actors flyout
- You know, this may be best to just get rid of
FLAGS
* Prevent fogged flags from appearing in flyout
BUGS
* Centering on flags didn't work correctly b/c I'm shitty at math
2023.01.02 :: PADDINGTON 2_____________________________________
- Every moment of this film was delightful and clever. I can't believe I hadn't watched it before now, and I wish I could watch it again for the first time.
GENERAL
- This is a chunked release
* Add "close board" button to Gamespace data panel
FLOW
* Added new test set for "consumption" or general "checking"
* Rebuilt the underlying tech for laying out the Slug (it now uses LayoutEngine)
- The Slug had it's own renderer which only recursed one level, in addition to a couple other limitations
- This necessitated a rework of all character sheets: the "slug" value is now just a direct layout writer. You can set it to "stacked" but, uh, good luck.
MANUAL
* Lots of work done on the system manual and its component parts. This is an ongoing project, but one I'm spending a lot of focus on. Very little of the changes here are user-visible at this time.
TALES FROM THE LOOP / THINGS FROM THE FLOOD
* Some bugs with the rendering of collections
ALIEN
* Extrasolar Xenos
* Hadley's Hope Map
* Armor Test
* Consumption checks (air/power/water/food)
* Better slug for handling consumables
- Necessitating rewriting the Slugh layout magick
* Catalogs
- Vehicles
- Armaments
- Starships
- Ship upgrades
- Internal components
- Ship armaments
* Ship Sheet
BUGS
* Don't look for the whiteboard when not in gamespace
* Both the quick start guide and the welcome tour were completely broken
2022.12.26 :: GLASS ONION_____________________________________
- Wow, this was great! Everyone was clearly having fun while making it, and that kind of love for the product shines through and gets into the audience as well. It's well told with flashbacks-in-flashbacks. Lots of cameos - really big names - who have one or two lines.
GENERAL
- This is a multi-stage deploy
FLOWBOARD
* Flowboard button color wonkiness
FLOW
* Add function for modifying character values in exits (e.g., add stress when pushing)
* Add function for modifying die pools in exists (e.g., add stress when pushing)
* Added "only operator" function for the LayoutEngine
ALIEN
* Definitions: Character, Threat, Xenomorph
* Sheets: Character, Threat, Xenomorph
* Stress Dice Functionality
* Gear definition, detail template, catalog
* Threat definition, detail template, catalog
- minus additional xenos species
* Novogorod Station Map
* Redo Galaxy Map
MUTANT: YEAR ZERO
* Add vehicles definition, detail template, catalog
* Tague's Change Skill Bug (exit pools had hardcoded "Fight" and "Shoot")
MUTANT: ELYSIUM
* Vehicles definition, detail template, catalog
* Implants definition, detail template, catalog
* Contacts definition, detail template, catalog
* Add Elysium Map
BUGS
* Misconfiguration in detail views from catalogs
* Don't send tabletop-only socket changes to all tabletops that the user is connected to
* Strange bug with catalog displays that I'm not sure how it never got caught b/c displaying enumerations should have happened? Anyway it's fixed now
2022.12.20 :: I LOVE MY DAD_____________________________________
- This movie is weird and gets cringe AF in places but it's earnest in its emotional intensity - and _intense_ is a word, holy crap.
GENERAL
* Stop trying to zoom to entity when taking control
* Never drop into a player entity without intent as storyteller
* Always unset entity when automatically turning away
* Setting initiative to -1 deletes a token from the turn order
FATE
* Issue with creating a new Stunt item
* Neither Stunts nor Skills had an item name
BUGS
* Weird/Not so weird sync issue that happened for deploying Player Tokens to non-visible maps that were then displayed.
- This was a two-fold bug, affecting both deploys and undeploys
2022.12.18 :: BROS_____________________________________
- This was a fun rom-com that hits all the typical plot beats. The biggest problem I had with it was a plot point about Abraham Lincoln being gay or bisexual and while I get what they were trying to do with that it would have made more sense to use James Buchanan, who was almost _certainly_ gay. (Said sub-plot has to do with one of the main character's research focus, which is how stories of gay love are hidden or erased - which is a meta statement about the film itself).
GENERAL
* Expand chat macro functionality to allow for defining default pool types and dice
- e.g., in Mutant, "/d 6" => "Roll a pool of 6 Mutant base dice"
BOARDS AND MAPS
* Add ability to change cell border color
* Issue with board edit mode sticking active
* Fill entire map with hexes (height needs to be * 1.12)
* Correctly position dropped tokens on hex grids
* ESC now closes edit palettes
* Correctly spell "palette"
* Add "clear trait" mode to cell trait controls
* Fix issue where "clear fog" and "fog all" weren't working on hex grids
SHEETS
* Add new "onlyif" criteria: "living"
- Ditch if entity template, basically
MUTANT: MECHATRON
* Break out Robot threats as their own threat type
* Modify several threats to be "robotthreat"
* Catalog clean up:
- Sync various enumerations
- Add short_description to everything
- Add "unarmed" to all robots
- Add "non-robot" attributes to attribute catalog
MUTANT: YEAR ZERO
* Clean up some sheet issues
* Some issues with Ark Sheet projects
- Missing detail template
MUTANT: ELYSIUM
* Create core engine file
* Implants Catalog
* Threats Catalog
PROWLERS AND PARAGONS
* Add Base Features catalog
* Add Headquarters Character sheet
* Minor modifications for the character sheet
OTHER ENGINES
* Minor refactor for notes blocks in character sheets
BUGS
* Fix issue with user account creation where invalid dates are not getting caught correctly.
* Display cloak in global nav
* Correct Token z-index when opening
2022.12.14 :: E.R._____________________________________
- I somehow got trapped in a binge of all FIFTEEN seasons of this and it's basically been the _only_ thing I've been watching for a week or so. The first several seasons are a pretty tight medical drama and then around season 6 it starts getting more soap-opera-y, though the characters get more interesting. A fun thing is seeing which major, now-famous stars have their very first appearances on this show - and it's a LOT.
GENERAL
* OI! DIS 'ERE RELEASE IS ALLA 'BOUT PAINTIN' DA ROGUE TRADER FAST-GO SHINY BITZ A BRIGHT RED
- DIS IS A PRAMBLE BITZ FOR DA MAKIN' UV DA UDDER EFF-EFF-GEE WARZ GAMEZ, GOBBOS
- DERE WUZ SUM UDDER WOIKZ AS PAHTZ UV IT
* Also hex grids
LAYOUT ENGINE
* Several improvements to the layout engine and additional layout styles
- fluid: true for rich_text and paragraph, to grow vertically
- size: half, third, twothirds, quarter for columns in layout
MAPS AND GAME BOARDS
* Implement hexagonal grids
* Added colors directly to svg files to handle inclusion in hex paths
- Traits have a bit of collusion with
FLOW
* value_block layout
* Add "rank_value" value system
* Fix issue with "attribute_value"
ROGUE TRADER
* Deep dive/rebuild into the Rogue Trader engine and character sheet
* Detail Templates
* Gear Catalog
* Implant Catalog
* Armor Catalog
* Tool Catalog
MUTANT: ALL
* Fix issue with stat bonus not appearing in dice pool
2022.12.04 :: BLACK ADAM_____________________________________
- This movie is terrible. Do not watch it. I never liked Black Adam as a character in the comics because he was basically a version of Namor: a self-righteous, self-absorbed dickhead with his own country. This movie has done little to disabuse me of that opinion. The music is handled poorly: the film starts a track and you think "oh this will be bad-ass!" only to chop it up or abort it within seconds - premature ejaculation on repeat.
LAYOUT ENGINE
* Create LayoutEngine.js, a home for managing layouts (static methods)
* Build LayoutEngine to support arbitrary layouts
* Move many methods from CharacterSheet to LayoutEngine
* This is a pretty big "Fuck you" change, it affects all engines
CALCUTRON
* Move the macro processing out into it's own class (Calcutron.js)
* Replace argument chain with option dictionary
* Calcutron now understands Actions and Tests
FLOW
* Create EntityToggle
* Modify EtherToggle to work without entities
* Add functionality for multilayer item displays
* Fix issue with EntityToggle not correctly populating
CATALOGS
* Several issues with catalog display
- Minor improvements and polish
RICHTEXT
* Don't show controls if not editable
DUNGEONS AND DRAGONS
* Completely rebuilt the engine and all catalogs. This is basically a new game.
* Several new collections for Threats:
- Actions
- Legendary Actions
- Special Abilities
* Clean up Threat definition
* Detail templates:
- Player Races
- Player Subraces
- Archetypes
MAGE
* Add Merits Catalog
* Add Flaws Catalog
* Some character sheet work
VAMPIRE
* Collate and clean collection definitions
BUGS
* Don't dim fog for players when in whiteboard mode
* Correctly fog out tokens and flags when fogged over in live-time
2022.11.25 :: ANDOR_____________________________________
- This show is an entire season of amazingly well-done espionage tension from credits to credits. It is the best live-action Star Wars content produced in this century (I qualify with 'live-action' b/c there are segments of The Clone Wars and Rebels that are simply sublime but they are not as immediately accessible).
GENERAL
* Don't bounce the Storyteller into Player Characters
FLOW
* Set up mechanism for button texts to not be updated to their value
* Radical improvements to the UX and behavior of EtherTags
DOCUMENTS
* Surface and save tags better in Feather
FLYOUTS
* Move ThreatFlyout favorites system up to Flyout itself, so that any flyout can make favorites
- This is all static now, b/c the Tabbed flyouts can't pass "this" around.
* Add favorites bars to:
- Boards
- Documents
- Catalogs
* There needs to be some UI work on these
HELPOSAUR
* Refactor file structure to account for language (e.g., move help documents to /en/)
* Fix some broken references
BOARD TOOLS
* Rebuild the interface for the various Board Tools panels
* Write documentation for the Board Tools
* Move mode toggle buttons into a single flyout button
* Fix issue with Whiteboard over-socket-ing
ICONS
* Marker
* Eraser
FLAG MARKERS
* Arena
* School
* Question Mark
* Forge
* Campfire
TOKENS
* Import three token sets for public usage (total 1519 tokens)
- Animals: Several images taken from sources on Wikimedia Commons
- Comics: Several images taken from public domain comic books
- Cyber Tokens: Over 1000 sci-fi/cyberpunk themed tokens generated by AI
MUTANT: ALL
* Set "Armor Rating" as a testable item within the slug
* Add bonus field to Skills flyouts and detail templates
* Small order issue on skill flyouts
MUTANT: GENLAB ALPHA
* Clean up Fangs and Claws in PCs and NPCs
BUGS
* Updating map background image threw a stack b/c it was trying to generate terrain
* MapAsset page had overflow issue
2022.11.20 :: 3000 YEARS OF LONGING_____________________________________
- Every frame is a painting. Bravo.
GENERAL
* Implement BannerWidget.js
- Used for modal controls, such as the FogMachine (and soon Magrathea and Whiteboard)
* Fix some namespace clashes with "platter" vs. "dialog"
* Implement ColorInput.js
- Color input selector, basically a CFB wrapper for
* Prob end up mixing Magrathea and FogMachine eventually, or build a more comprehensive map edit mode
MAPS
* Surface Background Color in Map Assets for editing
BOARDS
* Surface Fog Color in Game Boards for editing
* Several methods for fogging and traits
FOGMACHINE
* Implement the FogMachine.js, which extends BannerWidget
* Create Low Banner for Fog Machine
* Implement isfogged() methods for Tokens and Flags
* Correctly manage fogging for items
* ICONS: FogMachine, Clear Fog, All Fog, Wipe Fog, Spray Fog
MAGRATHEA
* Implement Magrathea.js, which extends BannerWidget.js
* Reimplement all of Magrathea so that it works with Banner Widgets
WHITEBOARD
* Reenable the Whiteboard
* Re-implement Whiteboard.js as an extension of BannerWidget.js
* Use color pickers over color menus
* Hold shift to create straight lines
* Needs work yet:
- eraser tool
- known bug with zooming causing serious breakage somehow (I think this is a context reset?)
DRAGOSAUR
* Set it up so that it correctly handles multiple file drop-ins
- Don't know what I was doing with that over-engineered async monstrosity
* Set up all libraries to correctly deal with full screen drops
WRATH AND GLORY
* Some clean up of the character sheet
MECHATRON
* Missing skills: Assault + Infiltrate
* Correct error in rulebook; robots don't have Fight, they have Assault
2022.11.13 :: INSIDE MAN_____________________________________
- Not the Spike Lee joint; this is a 4 episode limited series with Stanley Tucci as a detective on death row and David Tennant as a vicar who encounters some significant problems with a thumb drive. It was great! Grim and dark at times, but great!
GENERAL
* This is a chunked-deployment release.
FLOW
* Created EntityFillbox, which will deprecate RankFillboxen
* Clean up a lot of default behaviors on updates
* Rich text editors in detail templates now correctly populate
CHARACTER SHEETS
* Implement per-sheet active colors
* Change turn order via token now
CATALOGS
* Add Catalog works just fine! Multiple catalogs of the same collection type now correctly overwrite and include each other.
* Add Catalog management panel to Gamespace for various Catalog Actions, now implemented!
- Deploy / Reveal: show catalog entries to players, in the collection group
- Undeploy / Hide: hide catalog entries from players
- Remove: Removes an external catalog from the Tabletop
- Import: Adds an existing catalog to the Tabletop, as it's default collection item
* Fix issue where all catalogs were visible to users, no matter what
* Implement override item in catalogs (house rules)
* Implement Clone Item
* Implement Delete Item (as override)
DOCUMENTS
* Fix issue with game handouts being seen as PDF documents, not images
ALL GAMES
* Some clean up in various sheet pages, removing deprecated or eliminated variables
MUTANT: ALL
* Significant workover of all sheets
* Total revamped Threat sheet that is common
* Add "items" tab to gear
* Better weapons flyout and detail template
* Added Attributes flyout
* Add Armor Rating to slug
* Add fields to tokens: Initiative + Armor
MUTANT: GENLAB ALPHA
* Wrong label for Instinct
MUTANT: MECHATRON
* Deployed and active!
* Complete base catalogs
* NPC catalogs
* Sheet
WORLD OF DARKNESS (ALL)
* Pulled out stuff into WoDSheets and WoDCommon (they all use mostly the same engine)
MAGE: 20th ANNIVERSARY
* Clean up catalogs
* Clean up sheet
* This is mostly done now
BUGS
* User flags not correctly positioning on region maps
* Issue with Dragosaur immediately shutting itself off
* Dragosaur was seeing current disk usage as a string and losing it's shit
* Regression issue with Player Characters getting duplicated over again
2022.11.06 :: THE DEVIL'S HOUR_____________________________________
- This is a worthy, engaging story that grabs hold and keeps hold. Peter Capaldi is great in it (of course) but really it's Jessica Raine who shines from beginning to end with this.
FLOW
* Add functionality to hide/show the toolbar on rich text elements
- Default is to hide for detail templates, show otherwise
* Clean up Enumerant styles a bit
* Add functionality to the slug definition to show/hide elements as needed by sheet definition
* Issue with paragraph types not saving
CATALOGS & COLLECTIONS
* Add new item to collections!
- Storyteller only
- If a custom catalog for the collection exists, it will add it to that.
- If the custom catalog doesn't exist, then it will be created.
- Said custom catalog is automatically deployed to the Tabletop
* Delete item from catalog/collection
- Storyteller only
* Added detail templates to feather modes
* Added catalog information to detail templates
* Tweaks to design of inline rich-text elements
* Build sheet & detail template code into Catalog object
* Show short description by default in catalog feathers
* Eliminate "more info" system that shows full blocks in favor of info/edit buttons
BOARDS
* Add board from gamespace didn't work at all, and now it does.
* Bug with player token moves after being forced to a new board
ENTITY TEMPLATES
* Save entity instance (deployed token) as a new Template in the custom entity catalog
ALL GAMES
* Synchronized description fields in detail templates
* Meaningful catalog names
MUTANT: MECHATRON
* Collection definitions across the board
MUTANT: YZ
MUTANT: GA
* Clean up various catalog definitions
* Don't show items in slug that don't exist for the entity (e.g., certain traits on monsters)
BUGS
* Vaporizing tokens now vaporizes any open windows
* Document regression
2022.10.30 :: RUNAWAY TRAIN_____________________________________
- This mid-80s action film is surprisingly better than what I expected from the tin, and it turns out the reason is because it's based on an unfilmed screenplay by Akira Kurosawa.
GENERAL
* Add "games" to global nav
* Separate out "tabletops" and "games" from personal nav
PROFILES
* Surface local time for user when they have added their time zone
FLAGS
* Add "party" glyph
* Fix disappearing headers
CATALOGS
* Many issues involving user catalogs:
- Actually fix urls for them
- Re-surface local silo
- Correctly handle error condition of "no configuration"
* Add merging and sanitation method for duplicate custom catalogs
* Move detail templates into the collection definitions
* Enable Rich Text editing for various fields
MUTANT: GENLAB ALPHA
* Remove d66 from animal powers
MUTANT: YEAR ZERO
* Fix "Laser" in Automaton
* Fix mis-labeled Chainsaw value
* Broken definition for Ark Projects
* Surface work points to the main ark sheet
* Surface "complete" to the main ark sheet
* Add Hate/Protect/Dream to Vital Statistics
MUTANT: MECHATRON
* Created some catalogs
- Attributes
- Programs (skills)
- Specialist Programs (specialist skills)
- Secondary Functions (talents)
- Modules (mutations)
- Parts
- Weapons
- Models
* Database entries for same
* Handouts
* Maps
ALIEN
* Get engine to boot
BUGS
* Fix issue where incremental arrow buttons weren't saving
2022.10.29 :: NOPE_____________________________________
- Flawless film. Zero notes.
GENERAL
* Some improvements with datalist searching
* Add preamble functionality to DataList
* Some work on SelectMenu to get various parent elements to not scroll when they shouldn't
* Clean up TimezoneDefinition database
* Add "auto detect" button to Timezone Selector component
USERS
* Add timezone to users
EMAIL
* Rebuilt email template
* Adjusted all emails to use new template
FLOW
* Auto-trash posts that are results-suppressed
* Try to get the current avatar for a PC if possible.
* Changing token images changes images in the flowbar
* More bulletproofing on autoscroll
GAMES AND MODULES
* Get module-level catalogs working
* Implement module-level Maps
* Implement module-level Documents
* Add functionality to automatically include Assets within Tabletops created from the Game (e.g., default Maps, Catalogs, documents/handouts)
SECURITY DROID
* Fix issue with broken avatars for private accounts
TURNTRACKER
* Remove single click on turn tracker
BOARDS
* Broadcast updates
* Add data-attribute fields to board elements
TABLETOPS
* Automatically import module maps for new Tabletops
* Script to add assets to existing Tabletops
* Deeply clean up the player remove / quit / boot systems
* Connecting to a VTT automatically accepts an invite now
* Pending players are called out in player list flyout
* Message Tabletop when player leaves
* Message Tabletop when player is booted
* Send notifications when a Tabletop is archived
* Move Tabletop Archive functionality into the settings screen
* Only allow "unarchive" if Tabletop is archived
DRAGOSAUR
* Better event handling (there was a css override)
* Issue with thumbnail urls appearing on images that shouldn't get them
* Fix Dragosaur HTML drop issue
* Don't allow user to upload file if it's too large
DOCUMENTS
* Fix several issues with permission socket broadcast
* Set up better update system for Realspace library
WRATH AND GLORY
* Get damage dice logic working
* Get Damage label as correct
* Damage Die as exit
* Add maps as game assets
TALES FROM THE LOOP
* Add maps as game assets
MUTANT: YEAR ZERO
* Add maps as game assets
MUTANT: GENLAB ALPHA
* Add maps as game assets
ALIEN
* Initial Game DB
* Intial Entity Definition
* Add Maps as game assets
* Added catalogs
- Attributes
- Skills
- Weapons
- Armor
- Talents
- Careers
* Database entries for catalogs
BLADE RUNNER
* Initial Game DB
* Add Maps as game assets
* Catalog Definitions:
- Attributes
- Skills
- Specialties
- Explosives
- Armor
- Medical Tech and Services
- Augmentations
* Database entries for above catalogs
2022.10.23 :: MR. HARRIGAN'S PHONE_____________________________________
- One of the better adaptations of Stephen King's work that I've seen in a while, this film flows languidly but doesn't feel slow or bloated - it uses the pacing to advantage. As always, Donald Sutherland is amazing, and this was the _third_ King adaptation I've seen that starred Jaeden Martell this month (the other two being "It" parts 1 and 2, which were not great but not because of his work, just the general "these didn't need to be made" of the films - he was also in "Metal Lords" which was amazing).
GENERAL
- This is a p. big release, and it's all kind of intertwined. Most of the functionality shows up with Wrath and Glory. Lots of it is bringing many of the other engines up to current state.
GAMESPACE
* Rename NPC flyout to "Threats"
* Enable per-game fields for NPC flyout
* Eliminate politics and threat level columns
* Better pool icon
FLOW
* Set up default target value / target value for "magick" test processes
* Process certain tests immediately
* Better processing for dynamically determined target numbers
CHATBOARD
* Enable URL parsing
TABLETOPS
* Implement idea of "tabletop group data"
- These are shared attributes that can be used by the Gamespace if the Game calls for them
- For example, Wrath and Glory has "glory" and "ruin" pools
TOKENS
* Hide NPC/Creature nameplates from Players by default
* Enable show Nameplate flag
* Broadcast token changes
FLAGS
* Set up open/closing of flag to prevent overlapping garbage
- Currently set to auto-close after 7 seconds, may be set longer
* Slight visual changes to make a tad larger
WRATH AND GLORY
* Initial release!
* Core Character Sheet
* Threat Sheet is pretty much done
* Build out die roll configuration (e.g. "icons v. difficulty number")
- This was fun but more complex than I expected.
* Combat sequencer
* Initiative Roller
* Add "Unarmed" to blank character template
* Dice pip glyphs
* Clear pips for unused dice
* Psychic Powers flyout
* "Abilities" tabbed flyout
* Add Glory and Ruin to sheets
* "Default" skill added to catalog
* "Passive Awareness" skill added to catalog
* Finish token images for threat catalog
* Threat vital stats tab
* Bring some WnG catalog entries up to snuff with errata
* Party Flyout Fields
* NPC Flyout Fields
MUTANT (YEAR ZERO + GENLAB ALPHA)
* Clear pips for unused dice
* Add "unarmed" as default weapon for new characters
* Add tags for MYZ threats
* Add "know the zone" mods to all threats (MYZ/GenLab)
* Add Artifact Weapons to weapons catalog
* Bring UI up to current status
(TALES|THINGS) FROM THE (LOOP|FLOOD)
* Bring UI up to current status
* Clean up detail templates
* Party Flyout Fields
* Threat Flyout Fields
FATE
* Bring UI up to current status
* Small bug with face colors
* Clean up detail templates
* Party Flyout Fields
* Threat Flyout Fields
PROWLERS AND PARAGONS
* Bring UI up to current status
* Don't know why I'm still working on this; I think I got duped about it.
* Clean up detail templates
* Party Flyout Fields
* Threat Flyout Fields
BUGS
* Correctly homunculize saved NPC on reload
* TurnTracker wasn't correctly showing turn number for players
2022.10.17 :: MOTHER/ANDROID_____________________________________
- The general "AI bots kill the world" back-plot for this is pretty bog-standard but the film does what it needs to do and it does it well. The makeshift armor feels dumb in the trailer but is actually a neat thing I've never seen in these types of stories (of course there's a twist).
USERS
* Implement "Forgot my username" functionality
* Update avatar or hero from any profile sub-page
* Add Images small library to profile page
* Add maps small library to profile page
FLAGS
* Implement Locking for flags
ASSETS
* Implement HEIC -> JPG conversion
DRAGOSAUR
* Understand HEIC uploads; turn to images
* Clean up library loads to full screen style
* Added loading shade for progress
* Solve for double dragosaur conflicts
ICONS
* Several new icons for flags:
- Ark
- Bridge
- Cart
- Casino
- Cemetery
- Dam
- Gasstation
- Golf
- Harbor
- Mine
BUGS
* Fix regression re: enabling "select" button from within asset palette
2022.10.16 :: THE BLACK PHONE_____________________________________
- I wasn't sure about this but a friend's recommendation (combined with a low-cost rental) pushed me over the edge on it. It was really good! It's not a bog-standard serial killer story, which is what I did NOT want - there's a deep supernatural level inside of it and it's really well done! I'm a fan of Ethan Hawke's recent turn towards playing bad guys and he works well in this. Plus the soundtrack is absolutely banger.
GENERAL
* Develop system for better synchronization in sheets
* Change Acting Entity color to a darker, non-orange color
* Fully hide confirmation buttons in confirm windows
* Disable "search for circle by default"
DRAGOSAUR
* Really improve functionality within the Gamespace
DOCUMENTS
* Fix issue with title not updating on new docs
* Fix issue with permissions on new documents
FLOW
* Some general CSS fixes in places
* Add badge for unresolved items
* Clean up many issues with invalid tabletop invitations
* Fix bug with link to tabletop in invitation text
* Improve display of calculations
CIRCLE
* Update library after actions
WRATH AND GLORY
* More work on the character sheet and engine
* Dice mechanics
* Targeted skills and weapons
MUTANT
* Better combat messages
* Make weapons be targeted
MUTANT: GENLAB ALPHA
* Bring sheet and engine up to date with M:YZ
PROWLERS AND PARAGONS
* Splicify sheet technology
* Add cost to Perks catalog
* Remove cost from Flaws catalog
* Add Notes Tab
* Include storyteller notes in Full Sheet
* Include private notes in Full Sheet
* Some issues with power names
2022.10.13 :: ENEMY_____________________________________
- I have no idea what the hell I just watched. It was tense, it was weird, it was riveting. It felt like a dream, which I think was the point.
GENERAL
* Add "change image" to token action lists
* Add DataFlyout.js, which is for raw character sheet info that isn't tabbed or collections
FLOW
* Mini value elements in status boxes
* Some better work around element ids and connections thereof
DUNGEONS AND DRAGONS
- None of this is user visible yet
* Basic spell tab
* Turn speed into a calculation
* Skills: Known or Not Know is now 1 or 0
* Rebuild Slug
MUTANT: YEAR ZERO
* Fix some errors in the weapons layout
* Add "count" column to Tiny Items
* Add "skill" and "attribute" to weapon catalog items
WRATH & GLORY
- None of this is user visible yet
* Character sheet work
* Equipment Catalog
* Armor Catalog
* Augmetics Catalog
BUGS
* Pretty egregious bug regarding catalog items and their ids.
- Added sanitization method for this
2022.10.11 :: THELMA AND LOUISE_____________________________________
- Surprisingly, I had never seen this before - my only familiarity with it has been memes and references on the Simpsons. This is an _excellent_ film, soup-to-nuts, with everyone bringing their A game. I wonder if the ending had been decided early on or if it became a "this is in their nature" solution: it feels _correct_, though sad.
GENERAL
* Add default movement values
DUNGEONS AND DRAGONS
* Rebuild the collection definitions
* Various character sheet modifications and improvements (a LOT of them)
VAMPIRE: THE MASQUERADE
* Catalog db stub entries
WEREWOLF: THE APOCALYPSE
* Catalog db stub entries
2022.10.09 :: IT (PART 2)_____________________________________
- eh, part 2.
MUTANT: YEAR ZERO
* Killer Tree had the wrong Strength
BUGS
* Slug not updating? I think it's working now.
* Color issues with adjuster buttons
* Issue with player characters disappearing on maps, AND
* Editing notes for some characters was not working
- This was a thing about multiple rows in the entitystate table
2022.10.08 :: IT (PART 1)_____________________________________
- eh.
GENERAL
* Better colors for barker CTA buttons
DOCUMENTS
* Some synchronization issues with the datalist
CATALOGS
* Add catalog atom page
* Clean up catalog display in atom
LOBBY
* Add color markers for disk space
SEARCHOSAUR
* Better search matching for Tabletops
TABLETOPS
* Call out profiles that are looking for players better
* Better header display in atoms
PROWLERS AND PARAGONS
* Enable Supermooks as Minion-pullable
VAMPIRE THE MASQUERADE
* More catalog work
WEREWOLF THE APOCALYPSE
* More catalog work
BUGS
* Fix issue with token images not updating
* Issues with token value editing
* Synchronization issues after a refactor
2022.10.07 :: DAYS OF THUNDER_____________________________________
- This film is Top Gun but with cars: Tom Cruise is young, cocky, and exceptionally talented at piloting a a vehicle, but he must learn humility and get knocked down a peg or five. Lots of race jargon that fun, and John C. Reilly in a non-comedic role is fun. Cruise has an effortless charisma here so you can see why he turned into a megastar.
ETHERKILL
* It is finally time to accept the fact that the use of contenteditable in Ether components is not working, so I'm ripping all that out and replacing them with standard input elements
- This is a bit shakey for now but ultimately will reduce bugs and twitchyness as I don't have to keep writing shims to duplicate expected behaviors (c.f., tabbing functionality, etc.)
- This required rewriting a huge part of the way character sheets layout
- This also required pretty much eliminating "table-ized" versions of datalists.
- Fuck contenteditable with a chainsaw
GAMES AND MODULES
* Implement delete/archive game/module
* Implement upload and change background image
* Implement upload and change logo image
MUTANT: YEAR ZERO
* Fix up some attribute definitions
MUTANT: GENLAB ALPHA
* Pretty much finished with the testing of this.
* Deployed!
WRATH AND GLORY
* Lots of work on the definition and sheet
VAMPIRE: THE MASQUERADE
* Initial catalog dump
WEREWOLF: THE APOCALYPSE
* Initial catalog dump
ALL ENGINES
* Clean up character sheets as needed
BUGS
* Found a pretty egregious one that was disappearing player characters if they didn't have an entity state.
- This required pulling the "state" object into its own dictionary.
2022.10.04 :: THE WITCHER_____________________________________
- This was a re-watch of both seasons and it holds up better than a first watch. The game - which is phenomenal - was my introduction to the world, and that led me to the books, which are As Good As You Have Heard (though they can be confusing if you are not prepared for the dreamlike, non-chronological sequence they have). The television show is a gorgeous and coherent manifestation of the vision and well worth your time.
GENERAL
* Rebuilt page headers and designs across the entire board
* Experimental: switch to single click in for Ether Elements
* Single page URL for MapAsset instead of Lightbox
* Single page URL for MediaAsset instead of Lightbox
* Single page URL for Board instead of Lightbox
* Single page URL for Document instead of Lightbox
MUTANT: GENLAB ALPHA
* NPCS catalog
BUGS
* Fix issue with side catalogs being goofy
* Some issues with board-related stored procedures (incorrectly returning "not found")
2022.10.02 :: PA: NEXT OF KIN_____________________________________
- This is a fairly well-crafted creepy-folk-bein'-creepy-about-their-secret-satanic-shit film. Very Lovecraftian, very well done for that. It's probably better to ignore that it's billed as a "Paranormal Activity" film b/c the only thing that they share in common is the "found footage" aspect of the storytelling. Not a lot of gore, which I like.
GENERAL
* Send email for all Tabletop invites
MUTANT YEAR ZERO
* Add food, water, ammo to Mutant Sheet
BUGS
* Partyflyout showing 'null' for users after updatings
* Gamespace should remember inhabited character
* 'actor_attacked_with_weapon-ballistic_generic'
* Exit buttons rewriting text
* Non operatable entities were being operated
2022.10.01 :: HARPER_____________________________________
- Paul Newman shines as a hard-assed private detective navigating a complex kidnapping/ransom plot in mid-1960s Los Angeles. At two hours, it feels a tetch too long and convoluted with modern timing-and-attention-span sensibilities, but it holds up. Shelly Winters is amazing as usual. There are some dialog choices (concerning a brother who narcs on his sister) that were probably fine in '66 but evoke eyebrow raises today.
GENERAL
* Functionality to define entity types as "npc only"
* Add "add item" functionality to full sheets
* Optimize socket broadcasts for entity quicksaves
* Apply map drop in tech to all gameboards
MUTANT: YEAR ZERO
* Token images for Cannibal and Wanderer were swapped
* Add Armor to full sheet
* Create "Ark" sheet
* Add "arkprojects" collection
MUTANT: GENLAB ALPHA
* Initial passes at engine and character sheet
* Catalog import
MAGE
* Finish catalogs
WRATH AND GLORY
* Work on sheet design
* Work on catalog display
* Threat catalog work
BUGS
* When deleting a character, make sure they are vaporized
2022.09.28 :: LOU_____________________________________
- In the early 1980's, Allison Janney has a particular set of skills.
FLOW
* Implement "push" exit system
MUTANT YEAR ZERO
* Add push as exits
2022.09.27 :: EXTRACTION_____________________________________
- I think I watched this before b/c it's exactly the kind of movie I would throw on in the background and not care about, which is exactly what happened today as well. Thor is being Thor, but with guns? Some kid got kidnapped? There were other folk involved? I didn't really care.
GENERAL
* Implement mechanism for randomly generating items from the full catalog on deployment of entity
FLAGS
* Don't apply flags to current gameboard if it's not the correct gameboard
FLOW
* Better positioning for exit instructions
MUTANT: YEAR ZERO
* Deploy game
* NPC catalog
* Lots of other little things that I forgot
MAGE
* More catalogs
BUGS
* Issue with Flow exit button labels
2022.09.26 :: MORBIUS_____________________________________
- VAHN, TWO, THREE shitty Sony Spider-villain movies! AH-AH-AH!
GENERAL
* Collapse and hide block sections in CatalogFeathers
* Better layout and behavior for sidecar catalogs on EntityFeathers
* Better open/close behaviors on catalog sidecars in both Feathers and Screens
GAMESPACE
* Fix colors in slug
FLOW
* Implement die pool variability and definitions within tests
* Implement tool item variability
MUTANT
* Implement gear dice and pools
PROWLERS AND PARAGONS
* Fix pool construction regression, update to use newer pool construction mechanism
MAGE
* Additional catalogs
BUGS
* Minor visual layouts issue in radio buttons
2022.09.25 :: MEMORY_____________________________________
- Liam Neeson has a particular set of skills and he's forgetting them. This is exactly what you expect, no more, no less.
GENERAL
* Implement method for defining a complex pool for auto generation
* Implement increment and decrement controls for status boxes
FLOW
* Implement addressing system for collection items
MUTANT: YEAR ZERO
* Year Zero dice pips
* Year Zero complex pool system.
* Implement d66 roll definition
* Implement d666 roll definition
PROWLERS AND PARAGONS
* Add increment controls to Resolve
* Add increment controls to Health
* Enable add new talent for both storytellers and players
WRATH AND GLORY
* Dice pips
BUGS
* Catalog windows were duplicating
* Permissions regression
2022.09.24 :: THE NORTHMAN_____________________________________
- This is the best retelling of this story I've seen since "Sons of Anarchy". Let us note that the legend of Amleth is what Hamlet is based on, so in many ways this is a return to the source material. (An interesting thing to me is the similarity of names, as I always thought old Will named the character after his dead son, Hamnet.) It's beautifully filmed, with a surprising number of single track shots. Never in my best day could I pull off the physique that mid-40s Skarsgård has. Hawke comes full circle here, playing the deposed king, 20+ years after playing Hamlet.
GENERAL
* Better platter system for editing characters outside of Gamespace
* Some mobile display/layout fixes
* Implement method for specialized pips on dice
* Implement method for defining a complex pool for auto generation
FLOW
* Implement addressing system for collection items
WORLD OF DARKNESS
* Vampire core database
* Mage core database
* Werewolf core database
* Handful of Mage catalogs
MUTANT: YEAR ZERO
* Lots of work on the definition
* Lots of work on the character sheet
PROWLERS AND PARAGONS
* Dice pips
BUGS
* Adding items to windowed sheet was not sending updatecharacter socket call
* Adding items to windowed sheet was incorrectly setting the id.
* z-index and positioning issues with the searchblock
2022.09.21 :: DO REVENGE_____________________________________
- This is a fun and engaging version of a story I first saw as "Throw Mama from the Train" (but was originally "Strangers on the Train").
GENERAL
* Slight changes to the behavior of the global navigation
- Full width sticky
- Add 'tabletops' to navigation
CHARACTERS
* Enable player character library for users
* Create character from Tabletop Profile Screen
- Currently not visible to users
MUTANT: dot star
* Elysium Catalogs
* Genlab Alpha Catalogs
PROWLERS AND PARAGONS
* Add "powers" to SuperMook character sheet
WRATH AND GLORY
* Add NPC Catalog
VAMPIRE: 20th Anniversary
* Initial import of data
MAGE: 20th Anniversary
* Initial import of data
* Begin work on catalogs
WEREWOLF: 20th Anniversary
* Initial import of data
BUGS
* Map Token name not updating
* Update buttons in character sheets when titles change
* Tabletops silo erroring out
2022.09.18 :: SAMARITAN_____________________________________
- Stallone does what he can with this and there is fun watching him whip ass as an aged superhuman. You'll figure out the twist about 10 minutes in, which is okay b/c it gives everyone the ability to totally unleash. It's darker than Marvel fare - think around Suicide Squad (the first one, not the second that also includes Stallone), but without the humor. I wish they'd picked a different name b/c the "good Samaritan" term is a bit racist (it implies that most Samaritans were bad, when they were not) - not that any survive today.
GENERAL
* Promote catalog management up a level to DICEWEAVER over GAMESPACE since it's needed at the DW level
- Renamed as DeweyDecimalSystem.js
CHARACTERS
* Add character view/editing outside of the Gamespace VTT.
- This is a big thing, and involves all sorts of stuff
- This necessitated a lot of updates/modifications to CharacterSheet.js
- There's some ugly stuff that duplicates all over now in various feathers that needs cleaning
- Most of this work was done in PlayerEntity.js but it should be moved up to Entity.js
- This opens up a lot of new avenues of tech.
- This is not currently user visible (needs a bit of polish)
PROWLERS AND PARAGONS
* Issue with Perks and Flaws not showing up in non-operated sheets
BUGS
* Issue with feathers not having correct point-event captures
2022.09.16 :: REVENGE OF THE SITH_____________________________________
- This one keeps growing on me the more I watch it.
GENERAL
* Disable bulk editing system as it's totally broken
* Better CSS layout for pocketses library galleries
* New mode for DataLists: gallery. Behaves exactly as "card" but doesn't have scroll wheel goofage for horizontalism
* Clean up library select all / deselect all behaviors
CONTENT FLAGS
* Added "cannibalism"
* Added "harm to children"
* Added "sexual violence"
TOKENS
* Add square mode for tokens
FLAGS
* Add several icons for Flags
- bank, barn, cave, church, fort, ruins, shrine, stable, tavern, temple, train station, village, ziggurat
- bomb, compass
ENTITY CATALOGS
* Enable in-catalog favoriting of collection items
TABLETOPS
* Better icon for Connect and Play
* Tags were not saving or updating on Tabletops
* This led to fixing (most) fields to update immediately
- which led to
MODULES AND GAMES
* Immediately reflect changes on most field changes on profile screen
PROFILES
* Immediately reflect changes on most field changes on profile screen
PROWLERS AND PARAGONS
* Add Super Mook sheet
* Add default SooperMoook
* Add various powers/weapons as favorites for the Foes catalog
* Add size tokens to various creatures in the Foes catalog
DUNGEONS AND DRAGONS
* Get combat tracker working
* Better character sheet (still sucks)
* Better monster manual
BUGS
* EntityTemplates were not correctly deleting from the catalogs
* Layout issues when Gamespace sidebar was minimized
* Fix direction of Flow feed
* rm scrollbars in favorites panel
2022.09.14 :: THE TAILOR OF PANAMA_____________________________________
- How I missed this film I will never know b/c it's the exact kind of spy-type thriller that I really enjoy. It's tight and Geoffrey Rush is phenomenal as usual. The subject matter (a fake threat to the security of the Panama Canal) feels a bit dated and quaint in today's world, but this film was made before 9/11 when times felt simpler.
GENERAL
* Reduced Flow entry loads to 100
* Started stubbing in PlayerCharacter editing outside of the Gamespace.
- Added PlayerCharacterLibrary.js
- Had wanted to get this done last night but Apple decided to break git so development had to halt
- Hopefully next deployment. There are a lot of fun snags with this:
1) Permissions. In Gamespace, this is handled via the SecurityDroid; outside of Gamespace we don't have that
2) Catalogs. No CatalogManager outside of the Gamespace
- hoooboy is this a Thing.
3) Activity. Have to make sure not to enable buttons that can't be clicked
DATALISTS
* Card mode now scrolls horizontally with the wheel
TURNTRACKER
* Scroll horizontally with the wheel
TABLETOPS
* After archiving, go to the Lobby
* Fix performance issue with loading tabletops before displaying pages
BOARDS
* Add "close" button to Board Info footer
PREFERENCES
* Implement user preferences system
NPC FLYOUT
* Implement favoriting of NPC Templates
* Opacity 0 when dragging
PROWLERS AND PARAGONS
* Duplicated / Multiple type powers not showing up
MUTANT: YEAR ZERO
* Creation of data and engine stub
* Initial import of catalogs
* Also stubs for: Elysium, Mechatron, Genlab Alpha
BUGS
* EntityFeather catalog entries taking the name of the character
* Incorrect flex direction on favorites panel when no favorites
2022.09.10 :: ELVIS_____________________________________
- Phenomenal. Anyone who tells you otherwise is selling you vile slander. This is possibly my favorite film of the year.
SEARCHOSAUR
* lightbox enable images and maps
GAMESPACE
* Alter the speed of scroll wheel zooming. This may require additional fine-tuning
CHARACTER SHEETS
* Add "onlyif" and "only" functionality to Entity feathers
PROWLERS AND PARAGONS
* Better interface and definitions for Perks and Flaws
* Separate some Flaws
* Armor catalog & definition
* Better weapons definition
DUNGEONS AND DRAGONS
* Work on this character sheet a lot to fix a bunch of stuff
* Size some monster tokens correctly
BUGS
* Fix dumb searchosaur thing
* Issue with characters showing up when they were deleted
2022.09.04 :: HOUSE OF THE DRAGON_____________________________________
- I am never going to watch House of the Dragon.
PROWLERS AND PARAGONS
* Prefer "expertise" over "specialization" as a label
* Include "bonus" and "short_description" in the powers definition
* Fix issue with duplicate powers
BUGS
* Colors not showing up in Flag configuration screen
2022.09.03 :: SHAKESPEARE IN LOVE_____________________________________
- I last saw this on its opening night in 1998 and I'm surprised I haven't watched it in between. This is a Perfect Film. Zero flaws; no notes. Every time I see a version of R+J - EVERY TIME - I hope that it ends differently. There are several memorable lines and bits, but I specifically always return this exchange, which best describes my experience in much of life: "Allow me to explain the nature of the theatre business. The natural condition is one of insurmountable obstacles on the way to disaster. "So what do we do?" "Nothing. Strangely it all turns out well." "How?" "I don't know. It's a mystery."
GENERAL
* Had a cardiac event. This caused delays.
* More animal images
PLAYER FLYOUT
* Remove alternative sheet styles from "create new"
PROWLERS AND PARAGONS
* Some work on the sheet, enabling
ICONS
* Several new icons for Tokens and Flags
BUGS
* Several issues involving deletion of characters and synchronization of fields
2022.08.31 :: ST:ENTERPRISE S03_____________________________________
- It's confusing for me to revisit a release name that I've already done, but I feel that season three of Star Trek: Entprise deserves a look itself, outside of it's position in the series, and in fact, within the greater Star Trek canon. Season 3 is amazing. It's a great story, told well and with precision. Even the "monster of the week" episodes are excellent and can be associated to the greater arc if need be! It's dark, and serious, and explores some deep ethical wells. It's possible to look at this as a stand-alone science-fiction story.
GENERAL
* More token images
PROWLERS AND PARAGONS
* Elevate "threat" from an character attribute to a collection item
- Grants additional flexibility for it.
- This is mechanical, not logical
* Add "test" button to Threat (needs some UI love)å
* Define "half-threat" as special collection item, though this isn't active yt
* Reworked the layout of the NPC catalog definitions.
- This required a shim to fix broken ones if they appear.
CATALOGS
* Improve EntityFeather sidebar catalogs
- Prevent "add" buttons when it isn't possible to add an item
- Add "info" button that will open a description
- Include short description if any
BUGS
* Fix some ugly behaviors on Entity Feathers
* Fix issue with empty tabletop list when inviting from user profile
* Modifiable Lable Button display issues
* Tokens losing status icons in weird ways
2022.08.29 :: WHAT WE DO IN THE SHADOWS_____________________________________
- This continues to be a delight, and I'm super happy that they managed to keep Colin Robinson around. The television show has long eclipsed the genius of the movie it was based on but that's how these things go.
GENERAL
* Add "huge" font size to font sizer
GAMESPACE
* Add "settings" menu
* Add "disable scroll wheel zoom" checkbox to settings panel
* Move font sizer tool to settings
TOKENS
* Turn properties menu into a tabs
* Add some more sizes: half and quarter
* Token status icons
* Add a bunch of status icons
- biohazard, cold, fire, horde, magick, potion, radioactive, skull, tangle, webbed
- more added as we go
FLAGS
* Move flags from decalpane to tokenpane
* Add several new icons based on places\
- airport, castle, factory, hospital, house, military, policestation, port, radiotower
* Turn Flag Properties platter into tabbed
BUGS
* Fix issue with Firefox not activating create account button.
* Remember font size changes in Gamespace
2022.08.28 :: HYPERTENSIVE CRISIS EDITION_____________________________________
- yah so high blood pressure sucks ya'll.
GENERAL
* Prefer "delete" over "kill"
GAMESPACE
* Better Vaporizor colors
GAMEBOARDS
* Add scrollwheel to zoom
* Set up tabs in GameBoard info panel
* Add cellsize change to Gameboard panel
TOKENS
* Add configuration panel
* entity.meta.token = {};
* Add token size classes (double, triple, quad)
2022.08.26 :: ONLY MURDERS IN THE BUILDING_____________________________________
- I enjoyed watching each episode of this as it aired but I can't really say that I remember much about the entire arc. Martin, Short, and Gomez have an exceptional charisma as a unit.
BOARDS AND RELATED MISCELLANY
* Switch primary action on flyout to focusing on the Board
* Databox: Move all storyteller actions and edit mechanisms inside of here.
* Feathers: P. much no use for these and they're shitty so buh-bye
- This is called "fixing bugs by deleting the feature"
WHITEBOARD
* Disable this for now while I figure out what the fuck is going on
PROWLERS AND PARAGONS
* Add default action to Powers
IPAD
* Hey the buttons work again
BUGS
* y can't i vaporize mutant
* Safari doesn't understand document.activeElement so maybe shit will actually work there
* Wrap buttons on favorites
* Don't treat NPCs as PCs on characterupdate
2022.08.24 :: A LEAGUE OF THEIR OWN_____________________________________
- This was fun to watch and allowed its talent to breathe. It's not the plot of the movie - nor, I think, of the real events - so don't go in expecting the plot synchronization. It is also not cutesy about the realities that the characters face: most of them live under constant threat of violence, societal expulsion, or prison terms for simply being themselves. It wraps up well for a season, with the promise of another, but if it's canceled it ends fine.
GENERAL
* Switching deployment windows to later on at night
* Add "clear search" button to SearchInput controls
* More animal tokens
MAP CELLS
* Ignore right clicks
MAP TOKENS
* Ignore right clicks
* Rebuilt the way they're handled almost entirely.
- This is for several reasons, blah blah blah
- Moved statuses and boxes into the token pane. Removed any kind of body-level absolute positioning.
* Token status fields got a major upgrade.
- THIS IS A BREAKING CHANGE TO GAMESPACE CONFIGURATIONS.
- Previously token statuses were defined on a per-user type, and this got goofy.
- Now we just define a big list of possible statuses, and then you can set an "onlyif" flag to only display it if certain criteria are met:
"onlyif" : {
"test" : "blah",
"value" : "bar"
}
- Tests are:
storyteller - is the viewer a storyteller
operate - can the viewer operate the token
type_is - the object type (entity, player_entity, non_player_entity)
field_exists - if the entity has an attribute 'value' (no value testing yet, but soon)
sheet_is - the character sheet id
* Add "interior status" for double sized tokens
GAME BOARDS
* Add edit pane to description flyout
* Add map type to Board
* Add tokentype to Board
- pin or disc, changes how the tokens appear on the boards
* Some better handling for GameBoard socket updates & editpane
BUGS
* Finally fixed the fucking styles on radiobuttons
2022.08.23 :: GODZILLA VS. KONG_____________________________________
- This thing is just ridiculous and fun on every level. It feels like ten titan battles adventures held together by the the thinnest of plots. Everyone knows what movie they are making; feel free to turn off your brain at the door. I am Team Kong all the way but I always liked Godzilla films when I could find them growing up.
GENERAL
* Different icon for dice pool (work in progress)
* Removed toasts from die rolls.
* Decrease socket time out from Error to Warning
* More tokens
NPC TEMPLATES
* Enable deletion of items in the custom NPC catalog
FLOW
* Removed default max-lengths for everything
* Better overall solution for creating new items locally
* Add specializations to labels
BOARD FEATHERS
* Add Focus button to the Feather itself
PROWLERS AND PARAGONS
* Powers:
- Add specialization field
* Add Perk
* Add Flaw
* Add Connection
* Add Gear Item
* Better test string
* Typo in "communications" Power
WRATH AND GLORY
* Some catalog definitions
TALES FROM THE LOOP / THINGS FROM THE FLOOD
* Better definitions for Skill and Types
* Better layout for Skills flyout
* Include "Create Pool" button for Skills
* Better test string
BUGS
* Send "updatecatalogs" over "client_entity_update" to the socket system when deleting template NPCs
- hah this wasn't a bug (yet) b/c you couldn't actually delete npc templates b/c of above
2022.08.21 :: NINE TO FIVE_____________________________________
- This was and remains a tour-de-force of talent, with one of the best theme songs ever written. The story is sadly permanently topical, and it's interesting to me how much it's central themes infected my overall ethos growing up (It played on HBO constantly so I've seen it lots). The series finale of Grace and Frankie reunites the trio and it's how it is handled.
CONFIRM WINDOWS
* Clean up display
WRATH AND GLORY
* Entity catalog
ENTITY FEATHER
* Increase visibility of "delete" affordance
* Switched nomenclature to "delete" over "archive"
NPC FLYOUT
* Add search to Entity Flyout
CATALOG FLYOUT
* Lots of little things
BOARDS
* Some subtle changes to centering and zooming defaults
PROWLERS AND PARAGONS
* Disable non-actionable Powers in the list
* Enable actionable ones
* Better definitions for Weapons and Powers
* Enable local editing/item creation for Weapons and Powers
BUGS
* Fix issues with sorting in the Entity Flyout
* Character permission pane layout (thanks, LimeyDragon)
* Sometimes the zoom controls won't appear on load
* Minor topbar padding issues in widgets
2022.08.19 :: BETTER CALL SAUL_____________________________________
- Bravo.
GENERAL
* Clean up and optimization of various in-line svgs files
* More animal tokens
SEARCHOSAUR
* Take the Lobby's search thing and componentize it
* Created Searchosaur.js
TABLETOPS
* Implement request invitation workflow
CHAT ENGINE
* Add functionality for Game gamespace configuration to add a macro command to the chat system.
- This passes command line arguments through the defined test.
- Defined thus:
"chat" : {
"pp" : { // the command argument: /pp
"test" : "challenge_roll", // the test we're rolling
"die" : "d6" // default die size
}
}
PROWLERS & PARAGONS
* Add /pp macro keyword to chat system. This is connected to the general challenge test.
- /pp 10 :: rolls 10d6
- /pp 10d6 :: rolls 10d6
- /pp 10d7 :: rolls 10d7 (results in 0 successes b/c they will be ignored)
* Remove Dice Tray (didn't make any sense)
USERS
* Implement Edit Colors and Cloak
FLOW
* Add escape and click-outside-to-close handlers
BUGS
* Visual clean up of Tagbox
* flow.resultclasses is sometimes null so handle that
* Issue where private profiles were saying "public" in a search
* Fix issue with cloak colors
2022.08.17 :: WESTWORLD SEASON 4_____________________________________
- This really felt like finale for the entire series, and continually amping up the show's central thesis regarding existence being turtles all the way down. It's a brutal season, there are no winners in this story, but I feel that it Advances the Art.
LOBBY
* Add uber search to the top
- This is federated, and searches across all objects
- Begin your search with @ to restrict to users
- Begin with # to restrict to a tag
- Clicking a tag auto-restricts
PROWLERS AND PARAGONS
* Remove edge from minion sheet
* Add half threat to minion sheet
BUGS
* Correctly size horde tokens on zoom
* Transparent header background in places
2022.08.14 :: STAR TREK: ENTERPRISE_____________________________________
- I bounced off this show when it first aired, and again a decade later, and I'm waiting to see if I bounce again this time. I'm definitely past where I reached before, but I'm still not out of Season 1. It's ... okay. I don't feel it's grabbe me yet.
GENERAL
* This is a kind of "half" deployment.
* Minor changes to some ui behaviors
* Animal tokens
* WIP on the Lobby for additional links
QUICKSTART GUIDE
* Initial deployment, this is a deep work in progress.
* Chop this out a lot better for it's organization
CHARACTER SHEETS
* Customizable colors
PROWLERS AND PARAGONS
* Custom Minion Sheet
2022.08.12 :: NIGHT SHIFT_____________________________________
- This is a movie version of a Grand Theft Auto or Saints Row Game where you kill vampires. The vampirism rules seem to follow the logic of Vampire the Masquerade. The stunts chase scense are fun. It does not advance the art. Turn your brain off and have fun.
GENERAL
* Use the Tabletop Hero as the background for the Gamespace loader
TOKENS
* Some light prettifying
NPC FLYOUT
* Add "deploy as horde" functionality
PROWLERS AND PARAGONS
* Configure and enable combat tracker
* NPC Catalog
WRATH AND GLORY
* Archetype catalog
BUGS
* Issue with character update socket stuff not firing
* Error preventing multiple entities being added to the same catalog
* Add catalog sanitizer
2022.08.09 :: LIGHTYEAR_____________________________________
- This movie rules. I can totally see why Andy loved the fuck out of it. Do not listen to anyone who hates on it. I really don't have anything more to say about it that won't possibly diminish the experience.
FLOW
* Better styles for sheets when viewer can't operate or edit
PROWLERS AND PARAGONS
* Continued clean up of sheet
* Recolored dice
* Add weapons catalog
DICEOSAURUS
* Clean up some of the multi-user stuff, shave it down.
2022.08.08 :: XANADU_____________________________________
- This movie is how I assuaged my grief today.
GENERAL
* This is the beginning of several usability and documentation focused releases, intending to make onboarding faster and easier.
PROWLERS AND PARAGONS
* Several bugs in the character sheet
FLOW
* Lots of revamping to some basic displays in an attempt to improve usability
* Implement "calculation" stylings
* Implement "box" stylings
2022.08.07 :: PREY_____________________________________
- This is exactly what it says it is on the tin. It's a Predator movie but takes place in the early 1700s. It's got lots of Amber Midthunder being clever and bad-ass. The action is fun without being overdone. There's apparently an edit that has a soundtrack in Comanche, which might be fun one day.
USERS
* Some privacy verbage mods for clarity
DICEOSAURUS
* Add functionality for per-Game dice pool configuration
* Tabbed Dice Sets!
TALES FROM THE LOOP
* Add dice pool tool
* Attach to character sheet actions
WRATH AND GLORY
* Weapons Catalog
* Psychic Powers
PROWLERS AND PARAGONS
* + Max Health
* Swap Alias/Name
* Remove "Pros and Cons" as a first-order catalog
* Add dice pool tool
* Wrote Test system
BUGS:
* ❌️ ERROR: 2022.08.04 06:49:05 :: Unknown column 'thumbnail' in 'where clause'
* Better images for social media sharing
* Fix "powers tab is funky behavioring"
* Fix "why aren't special color fields populating"
2022.08.03 :: THE GRAY MAN_____________________________________
- This is a very typical instance of what we call a "Dudes Doin' Dude Stuff" movie. This is a James Bond movie with Ryan Gosling and Captain America with a pedo-stache. It's fun for what it is, I do not regret watching it. and will watch it's (already greenlit) sequel - but it does not advance the art.
HEXCELLENT
* Fully import new user experience. Hello, Gencon.
* Flowboard is now a flyout
* More standard layout
DICEOSAURUS
* Initial implementation of the dice pool system
* Games must be configured to use it
* Three pool types defined, but not quite implemented:
- Personal - Fully implemented, user rolls own pool of dice.
- Storyteller - User or Storyteller opens pool between the two of them (unimplemented)
- Tabletop - 75% implemented, user opens pool and others can contribute
* This is not yet user-visible
USERS
* Add 'color' to User level tables
* Ensure that colors and cloaks work together
- Not yet user editable
QUICK START GUIDE
* Initial import, not user visible
PROWLERS AND PARAGONS
* Import Powers catalog
WRATH AND GLORY
* Metadata
* Initial import of some catalogs: skills, talents
BUGS
* Some edge breakage in tabletop creation
2022.07.27 :: THOR: LOVE AND THUNDER_____________________________________
- I found this to be a pretty fun romp! I had been told to expect to be irritated at some stuff but honestly nothing bugged me at all, plus any movie that uses Rainbow in the Dark over its credits will be forgiven all sins, forever and ever, a-men (spoiler there are _multiple_ RJD-related Easter Eggs in the Diceweaver code see how many you can find). It's best not to ask how I came into possession of this.
GENERAL
* Did you know that if you have a bluetooth mouse or keyboard connected to one MacBook, it will magickally kvm switch itself to a second MacBook if you have one and treats the other machine as an additional screen? I found this out in the weirdest way possible and it was a sorcery to me. Now I have three screens, two computers, and 1 mouse to find them all and in the darkness bind them.
PROWLERS AND PARAGONS
* Initial character and collection designs
* Some catalogs: abilities, talents, pros and cons, flaws, perks
- Needs powers and weapons/gear
BOARDS
* Implement "Create Board Platter"
- This allows an image upload at a minimum. If given, the thing:
a) Injects the Asset
b) Creates a MapAsset from the ImageAsset
c) Creates a GameBoard from the MapAsset and deploys it to the Tabletop
(Note that the only way to create a GameBoard object is to deploy it)
* Connect Create Map platter to "Import Maps" platter.
* Workaround for jpeg.js shitting the bed on too large files for thumbnailing
- Basically, don't generate a thumbnail, ahahahah so useful. The files I most need thumbnails for.
- Clearly I need a different solution for this.
BUGS
* Fix some issues with password reset on Firefox
* Stored procedure error in asset deletion
2022.07.25 :: ICE STATION ZEBRA_____________________________________
- This is a fun submarine thriller from the 60s. It carries with it what that implies, which is that they do a lot of assuming the audience understands how submarines work (to be fair, in 1968 there was a better than even chance that a World War 2 naval veteran was in room). There's a lot of competence porn in this, but I can't help but think that one of the film's tensest sequences - the ice above is too thick to break through - would be completely different in our modern climate-changed world. Rock Hudson
GENERAL
* Clean up and merge all the Trello boards into one
* Add links to Trello on lobby and in roadmap screen
* Replace default character avatar with something less sharp.
* Delete a bunch of cruft/old images that are unused
DIE POOLS
* Build support for automatic die pool rolling through the chat box.
* Build support for success die work flow rolling through the chat box.
CLOAKS
* Initial implementation of user cloaks.
- Cloaks appear by default when a user is private or if they do not have an avatar selected.
- There are 50 commonly available cloaks.
- There are two visible cloaks that are not easily obtainable and you will have to figure out how to get them.
- They are randomly generated (at account creation typically)
- You will (eventually) be able to select from a list.
GAMESPACE
* Add "change avatar image" into the Avatar.
- If there is an active entity, then you change that avatar (if you have perms)
- Otherwise you change your own avatar
ETHER TOGGLE
* Reduce some behavior squirrilness
* Attach label to input correctly
2022.07.24 :: GODZILLA (2014)_____________________________________
- I'm not really sure why I'm watching this other than it was algorythmically suggested to me b/c I watched the 1998 one the other day. I saw this before, but I don't remember having an opinion about this film. I still don't. There's a cool bit where Godzilla breathes blue fire energy right down a Mothra's throat to kill it but otherwise think of this as "Watch San Francisco get Crunchified" porn.
CHARACTER SHEETS
* Better layout processing
* Don't show metabox if you don't define it (this is redunant and should die)
* Fix issue where header background color was bleeding wrong
SLUG
* Better layout parsing
* Now accepts "columned" elements inside of a row.
TALES FROM THE LOOP / THINGS FROM THE FLOOD
* Actually make the toggles be toggles
* Small layout change in the Slug
* Add conditions to Vitals tabs & full sheet
* Better layout for Vitals sections
ETHER TOGGLE
* Fully implement EtherToggle.js
- This should, in theory, just drop-in.
2022.07.23 :: THE REHEARSAL_____________________________________
- I can see where this is funny and it's clear that Nathan Fielder is a master of his art (awkward humor?) but it's not really for me. My wife loves it, though. If you liked "Nathan for You" this is up your alley.
FLOW
* Apply logic to generic die rolls and show dice backgrounds for stuff like 1d10+5, or 2d6
HEXATHON
* Componentized all the various hex elements on the homepage (in prep for re-use elsewhere)
BUGS
* Pointless NPE crash in little d
* Fix dumb stupid dumbo crash when no gameboard
* Fix dumb stupid dumbo crash when import map
* Flyout header padding
* Issues with stray spaces ending up in user names
* Prevent "enter reset password" dialog from auto-closing _at all_
2022.07.22 :: NIGHT MOVES_____________________________________
- This movie has several cards from the "Movies of the 70s" Major Arcana: nihilism, sweaty people, gratuitous sex, gratuitous violence, a rough-and-tumble private detective with a marriage-on-the-rocks, that weird, too-red-and-too-thick fake blood they used back then, a climax involving boats, a mystery that the audience is never privy to, and Gene Hackman. It was alright for what it was but there are much better films involving all of the above from that era.
CATALOGS
* Create new Tabletop Catalog
* Minor bugs with Catalog removal from Tabletop
ROGUE TRADER
* Some clean up around it's engine
* Set armor to be "static"
ENGINE FARM
* Add 'static' keyword to Collection Definitions
- if set, prevents the collection from showing up in "new catalog" dialogs. Use for static catalogs like "armor points".
BABEL
* Enable string lookups outside of the Gamespace if we have a defined Tabletop or Game.
BUGS
* Fix issue with saved catalog not flowing through the callback chain correctly
* Some better bullet proofing around user names
2022.07.21 :: LAST NIGHT IN SOHO_____________________________________
- Wow. Just wow. A phenomenally paced, well-designed ghost story, filled with talent, that has me thinking about the structure of its story in a loop. I don't normally like horror films but a well-designed ghost story is great. I had just watched "World's End" the other day so was prepped for Wright's style.
GENERAL
* New homepage who dis
BUGS
* ❌️ ERROR: 2022.07.19 05:09:22 :: Data too long for column 'p_createip' at row 1
2022.07.20 :: KLUTE_____________________________________
- Heavy talent breathes through this entire detective thriller from 1971. Donald Sutherland is a private detective doing some detecting and Jane Fonda is a struggling actress who moonlights as a call girl and was the last person to see someone alive. It's very well done but it takes its time. It feels like a time machine. Sutherland was never this young. If you liked The Conversation (Coppola, 1974), then you will probably like this. A warning: searching for Jane Fonda's character's name (Bree Daniels) will result in ... lots of pornography.
GENERAL
* Got the Big Board working again
* Minor changes to lightbox presentation
BOARDS
* Deep dive to fix a bunch of workflows about Boards.
* Move "edit mode" button into Board Data box
* Some documentation update here.
BUGS
* Mobile menu had a broken height value
* Synchronize various buttons and footer styles
* Several small issues with MapAsset lightboxes
* Prefer Toast windows to always receive mouse events
* ❌️ ERROR: 2022.07.20 01:28:49 :: Unknown column 'mimetype' in 'field list'
* Don't show Dragosaur prompts on Tabletop profiles unless also storyteller
* Fix open/close issue with Board Data
2022.07.18 :: PERSUASION_____________________________________
- A charmingly simple Austen Adaptation. It is exactly what it says it is on the tin. It's enjoyable for your time; everyone is perfectly lovely.
GENERAL
* Continued brand refresh work.
* Design some ads
* Design some bug concepts
PRESS KIT
* Continued work on the press kit
2022.07.17 :: SPIDERHEAD_____________________________________
- Thor performs unethical drug experimentation on the kid from Whiplash in a movie version of the Stanford Prison Experiment.
GENERAL
* Beginnings of a brand refresh. I've always hated the logo, now it's dying.
2022.07.16 :: AMBULANCE_____________________________________
- This did not hold my attention very well. The plot is thin: a-to-b-to-c, there is nothing added to the art here save some interesting use of drones as chase cameras that was done well.
GAME EDITOR
* Created a JSON editor in place
* Implemented each section as its own page
* Broke out Game Academy/System of the World documentation into sections and load these next to the JSON editors
2022.07.15 :: KING KONG (2006)_____________________________________
- I hadn't seen it since the theater. This is fun but overlong and there are some casting choices I could have done without: I like Jack Black but it's really difficult to buy him as a the character he plays. The CGI does not hold up but I don't think it ever did. I mostly just felt sorry for the ape.
GENERAL
* Restyle the global footer
DOCUMENTATION
* A version of the System of the World is deployed
- This is getting more and more featureful each day
* Stub press kit
BUGS
* Issue with flyout positioning in some instances
2022.07.14 :: ALL THE OLD KNIVES_____________________________________
- I couldn't begin to tell you what happened in this film because it didn't keep my interest for longer than 20 seconds at a time. I think some people were bored and had spare time and a weekend at a hotel.
GENERAL
* Break the Roadmap out into its own page, link in footer
* Ensure default disk usage of 0 and default max disk of 100M
THINGS FROM THE FLOOD
* Initial import of game and catalogs
URF
* Fix instance where I was splatting a giant blob of JSON to the log screen, making it unusable
2022.07.13 :: BOO, BITCH_____________________________________
- This was fun and cute but predictable and perfectly fine to be stoned and watch in the background while goofing with CSS over and over again.
GENERAL
* Increase width of Error Toasts
* Error Toasts must now be dismissed
* Remove the Hex Storm from every page.
* Remove options from the global nav that didn't make any sense
- Neither of the secondary silos made any sense for what they did, in relation to the Lobby
LOBBY
* Some information architecture switch up
* Put disk usage in the header
ASSETS
* Enabled upload storage limitations
- Free accounts get 100 megabytes
- Subscriptions get upwards of 3 GB
* Use thumbnails for PDF images in the Asset Libraries
* Ensure that large files can actually get thumbnailed
- holy shit JIMP is going to ruin things, this will totally need a replacement
BABEL
* Get multi-arguments semi-working in node/handlebars
* Fix issue with multi-instanced interior keys
2022.07.12 :: ANCHORMAN_____________________________________
- I remember liking this when I first saw it but now it's agony. It's a shade over an hour and a half long but it feels like four hours because it is just the same tired joke continually spread thinner and thinner like too little butter on too much bread. Everyone's in it; the individual parts are okay; it's just Too Much.
MANUAL
* Continued work on the Manual.
- All primary pages are "in"
- Blank Catalog pages so far but that's all in the air, mostly about nomenclature.
- Still need a Gamespace guided tour
BOARDS
* Set name action to open a window rather than focus the board
VAPORIZER
* Allow Players access to the Vaporizer for Flags (but not Tokens)
BUGS
* Fix shadows on die rolls
* Don't let collection flyouts cover the slug
* Fix Flags Not Being Creatable
* Fix issue where dragging map didn't work b/c of above
* Fix issue where action feathers were causing weird scrolling
2022.07.10 :: EVERYTHING EVERYWHERE ALL AT ONCE_____________________________________
- Perfect movie. Zero flaws. No notes.
HELPOSAUR
* Decouple "click on something to tell me about it" and the manual
* Help button is now a button menu
ASSETS
* Generate thumbnails for image assets of sufficient size
- This flows forward to Maps and Boards
PDF FILES
* Enable storage and upload of PDF files
* Enable viewing of PDF files as lightboxes or as feathers
* Implemented a (very terrible) thumbnail sizing for pdfs
DRAGOSAUR
* Enable PDF file upload through the Dragosaur
* Enable Board creation through Dragosaur drag and drop
* Set personal Map Library to use the Dragosaur
TOAST
* Clean up some colors + timings
BUGS
* ButtonMenu default hover colors
* Some general CSS clean up
* Too many close buttons on platters
2022.07.08 :: THE TERMINAL LIST_____________________________________
- gary stu is a grim-and-grizzled, hyper-vigilant, revenge-driven, force-of-nature navy seal with a women-in-refrigerators tragedy who mopes and plays guitar in-between committing war crimes and other acts of cold-blooded murder. prefer "jack reacher" for your military competency porn; this is terrible.
GAMESPACE
* Continued tweaking of colors and layout, just general increases overall.
NOMENCLATURE
* Prefer "Member" over "Player" when denoting a person who has a PlayerList Entry. "Player" as a term is overloaded.
* Rename "Cast" flyout to "NPCs"
* Rename "Lore" flyout to "Documents"
MANUAL
* Technology improvements
- Next/Previous buttons
- Section drawing
- Internal linking
* Continued work on writing the manual in general
- This is the bulk of my work right now.
- It is frustrating b/c it seems like it is taking forever
- But also enlightening because I'm finding and fixing small (and large!) issues
FLAGS
* Clean up Flag Edit dialog
* Move delete button out of the center dialog
BUGS
* Eliminate "icononly" as a parameter for all SimpleButtons and prefer a class add.
- This fixes several niggling issues regarding odd margins, but...
- Likely causes a lot of css overcruft and possible unexpected effects
* Some bulletproofing for logouts and POST actions
* Fix issue with drag-to-move map getting overridden by cell manipulation menus
2022.07.03 :: GODZILLA (1998)_____________________________________
- wtf with this movie man i dunno
DOCENT
* Renamed GuidedTour.js to Docent.js
HELPOSAUR
* Created Helposaur.js, which inherits Docent.js
* Helposaur.js parses a help document/clob to make a browsable help system
MANUAL
* Started work on the Gamespace/VTT manual
- hooboy this is far from done (read: i wrote _a_ page) but i needed to wait on something else before I cut screenshots.
- That thing is...
RETHEME
* Dropped the dark theme entirely, in all areas (Gamespace and Flowboards)
- This is about 85% complete
- Read: I know about 5 things that absolutely need doing
- the acting entity area _really_ needs clean up and love; the colors are wrong
- better cut svgs for the logo
- soften the feather edges
- increase size of closed feathers
- hover states for datalist columns
- and another 5 that should be checked, and then...
- (the last 5 is pure hell to find errors in, so yay)
- This revealed several issues with the current themeing system, which were fixed, and that's great, because
- This opens up the door for Game and Tabletop level themes fairly easily, so easily that I want to do it _now_
PARTY FLYOUT
* Remove "board" column as it's just... weird.
* Remove tags from PlayerEntity display
* Second row now is skipped unless it's defined in the Gamespaceconfig:
"playerentitydata" : [
{
"item": "type",
"label": "type"
},
{
"item": "age",
"label": "age"
}
]
* Added "short description" column that fills up all of row three, or both three and two if there defined character elements.
BUGS
* Display issue and logic regarding PlayerlistEntryLibrary
2022.07.01 :: SUMMER OF '42_____________________________________
- Some decades ago I found a paperback copy of the book adaptation of this movie (the book after the movie) and read it in an afternoon. The book's cover gave the impression that the movie was a Big Deal so I filed it away. That impression has stayed with me since the early 80s. Dear reader, that impression was wrong. This is a bog-standard, masturbatory, autobiographical-yet-clearly-bullshit coming-of-age film. It's a delicate topic, using the seduction of a war widow as your coming-of-age story. None of the dialog feels believable. You will never encounter the work by this director or this writer or these thespians again and you may put this film out of your mind forever.
GENERAL
* Add logsplat.sh, a simple referrer parsing tool
GUIDED TOUR
* Implemented GuidedTour.js
- This was a lot of fun to write and I got to be clever and I liked that
- The first tour is set for immediate log in and is a work in progress.
- The GuidedTour code automatically parses the HTML it is sent and grinds itself out from that.
- If there is a dom element with the id #tour, it will automatically start it.
- This, as with many things, is the first step into a larger world.
BOARDS AND MAPS
* "Conceal Board" now actually does what it says it does.
- This has several out flows:
- If the storyteller hides a board the player is currently viewing, the player is switched to hexstorm and given a notice
- If a storyteller is currently viewing the board, they're informed the board was hidden but are not switched off
- If a storyteller is not viewing the board, they're just informed "a board was hidden"
- These messages could use some massaging
CHARACTERS
* Archiving a character now refreshes the Party Flyout
* Archiving a character now closes any open Feathers for that character
BUGS
* p. sure killed the last of the "tabletops are cached" bugs
* "Reveal Map" no longer crashes with an NPE on tabletopId
* Better text color of in-hexstorm text
2022.06.29 :: THE COLOR OUT OF SPACE_____________________________________
- This is a very well done version of the story with plenty of body horror in it, so be warned on that. It's a marriage between the sensibilities of Cronenberg and Carpenter. This was far more disturbing than I expected. Nicholas Cage turns in an understated, desperate performance but the true star of this is the audio: The music and ambient music is just perfect and tense.
TABLETOPS
* Default the tabletop image file to be the game image file
* Under the hood: completely butcher TabletopService.create() so it's super minimal
* Implement method for leaving a Tabletop
BUGS
* Correctly refresh Tabletop list when creating a new Tabletop
* Correctly decline Tabletop invitations
* Tabletop invite flow message
2022.06.28 :: THE FISHER KING_____________________________________
- I feel like modern society watched this movie and took the exact opposite lesson away. I don't know what else to say about it. The movie is brilliant and depressingly prescient. Everyone - EVERYONE - brings an A-game. Michael Jeter manages to steal scenes from Robin Williams, which is a feat I'd thought un-possible.
GENERAL
* Radically tighten up the 404/login screen dichotomies.
- Bugs were happening when pages got loaded that only worked if you were logged in.
- Prob for the best on privacy anyway
* Gonna be doing a HELL of a lot of pruning and chopping and so forth on the interface.
- It's stupidly cluttered now
- Not sure the theme works _at all_
LOBBY
* Rework this a lot
* Change order of some shards
* Eliminate "next session" shard
* Turn Tabletops datalist into carded
FLOW
* Cleaned up a lot of FlowBoard css, in the feed.
* Moved action lines into the _inside_ of the original Flow post
THE GREAT DE-CLUTTERING
* Change the Realspace background image to a light background
* Don't show favorites panel if not controlling an entity
* Don't show turn tracker if not in combat
* Hide Flow Actions in minimized Flow Posts
BALEETED
* WaterfallWizard.js
* WizardPane.js
* CatalogEditScreen.js
TALES FROM THE LOOP
* Added several missing fields to character sheets and so forth
MAP CELL TRAITS
* Added ability for Storytellers to make changes to individual cells by adding traits (e.g., "burning") to a cell.
* Long press on a cell currently to get to the menu. Select individual traits to turn on or off
* This needs some UI work; most of these are sub-menus
* Current available traits:
- Biohazard
- Cold/Frozen
- Fire/Burning
- Provides Cover
- Magic Aura
- Radioactive
- Smokey
- Obstacle
- Solid
- Tangled
- Vortex
- Webbed
MAP EDIT MODE
* The first steps are taken towards the the in-VTT map surface editor.
* This is v. clunky and shouldn't be used yet.
HEXAGONAL GIRDS
* Lots of work on getting this working.
- It is not user facing, you can't see it yet.
* Things that remain:
- Surface the UI for this
- Storage
- Token snap-to is off by like 12% and 6%.
- Drop Zone calculation
- Further thinking: different SVGs, or SVG layers?
BOARD LIBRARY
* Correctly create Game Board when dragging image into it, instead of stopping at creating a MapAsset
BUGS
* Discovered that a lack of Primer can really fuck things
* Javascript did not like timestamps that were strings. Dates are terrible, terrible things, and should never have been invented
* Fix issue with flowboard size being 0 when you haven't set it before
2022.06.22 :: OBI-WAN KENOBI_____________________________________
- I enjoyed watching this and it delivered on a lot of fan-service I've been hoping for (seriously, I've been waiting for that final lightsaber fight since 1977). It doesn't advance the art or recast the story - this is a crack-filler at best - but they're fun cracks, and the masonry work is done well.
DUNGEONS AND DRAGONS
* Got the calculation right for Skill tests
* Got the calculations right for Combats
* Advantage/Disadvantage mechanics (see below)
FLOW
* Updated the dice images all over the place they are super bad-ass now
- They are all SVGs and in layers that can be manipulated by css
- shape, edges, faces, pips, bright faces, dark faces
ADVANTAGE MECHANICS
* Added advantage and disadvantage mechanics to the system.
* There are some defined dice that will automatically fire it:
- /roll d20a
- /roll d20d
* However, you can also run advantage and disadvantage on _any_ die size via the command line thus:
- /roll d12 advantage
(also accepts a, ad, adv)
- /roll d35 disadvantage
(also accepts d, dis, disad, disadv)
- larger dies break visually so that's a bug someone can open
2022.06.20 :: STRANGE NEW WORLDS_____________________________________
- This is the most Star Trek of Star Trek shows ever made. I love every single bit about it. I have a crush on every character within, even the grumpy blind alien. I absolutely love how they are weaving in the mythology of the original series, as well as closing loopholes that need to be closed (Sybok, anyone?)
GENERAL
* Anti skript-kiddie mitigation
CATALOGS
* Finally figured out the metaphor and system for doing this so implementation has begun
* Changed the view of the Tabletop's catalogs based on the role in the Tabletop.
- This is collated on the server side rather than the client.
- Storytellers get an array of all the Catalogs loaded, regardless of visibility
- Players get collated, by-collection Catalogs of all visible Catalogs
- There's intentional implications of this regarding player visibility into a Tabletop's sources. This is weirdly "spoiler mitigation"
GAMESPACE
* Reworked the Document Flyout view system a bit:
- Removed "Collections" tab entirely (but actually _didn't_, because...)
- Altered the view of the Catalogs tab based on role, so that:
> Storytellers see each Catalog individually, according to Collection Type, with names.
> Players see collated Catalogs (basically the old Collections tab).
DICE TRAY
* Created a dice tray widget. It allows for single click rolling of the dice it's supplied with in the gamespaceconfig
"dicetray" : { "diceset": [ "d20", "d12", "d10" ] }
- This is the first step into a larger world.
- Will soon get advantage/disadvantage mechanics
(prob instead of "d20" we say "d20A" and "d20D")
- Ultimately this will become the die pool creator (pool: true)
- opens up another tray, each tap on a die adds it to the pool, they're then run as a group
- and then the group die pool creator (live: true)
- same as above, but it appears on every player's screen, and they can add or remove dice
- This doesn't make sense for a lot of games in the current implementation (e.g., Fate only has one button)
FLOW
* For singular die rolls, display a die shape
* Give Flow its own Theme, Hibiscus
* Adjust several colors for visibility and contrast (probably over-compensation in some areas)
- needs some textures, but a bit more difficult to do with svgs
* Add dice images in the backgrounds for the die rolls
TABLETOPS
* Added "house rules" to the object level, all through the services.
- Not user visible yet.
LOGGING
* Added 'sql' logging level
* Added 'socket' logging level
BUGS
* Create Tabletop from Game Profile wasn't correctly rendering the initial choice
* Lobby was pulling stale versions of the player's memberships
* Unfavorite deleted weapons or other collection items
* Operate button was active on brand new characters
2022.06.17 :: THE WORLD ACCORDING TO GARP_____________________________________
- I vaguely remember watching this at one point in my life but clearly I remember nothing. This film is kind of weird. I can't really spoil anything b/c that's not how it works. It's fun as hell, and they actually flew a plane into a house for it. Close and Lithgow deliver -phenomenal- performances: there's a sixty second scene as Garp and his wife are leaving his mom's house that's worth an Oscar for Lithgow alone.
GENERAL
* Add another video.
* Implemented some debug mechanisms to make authoring games and catalogs easier
- This is really for me only unfortunately, it's just a rapid way to reload and save catalog or game defs while I'm building some Flow parts
* Redirect some automated hacking attempts directly to the FBI
FLOW
* Add "successdice" workflow
* Tweaked the sizing of flow board elements upward.
- This may come back down a bit
* Some tweaks to die pool layouts
* Color magick for minimum and maximum die sizes, as well as success and failure, in the pool.
DUNGEONS AND DRAGONS
* Lots more clean up and polishing in this
TALES FROM THE LOOP
* Initial import of the game and it's catalogs (there aren't that many)
- Skills Catalog
- Types Catalog (character classes)
- Character Sheet
BUGS
* Gridstyle on Gameboards now correctly obeys changes immediately
* Issue in Fate and Tales from the Loop where pronouns were not being case-ified in messages
- This was a stale flow message in an old STRINGS dictionary that kept getting cut and pasted
* Baleeted displaying JSON blobs on Game profile screens
2022.06.12 :: HUSTLE_____________________________________
- Adam Sandler has three kinds of movies: ones where he's super goofy and it works, ones where he's goofy and it doesn't, and then ones where he showcases a preternatural talent for empathic, layered, multi-dimensional acting and this is one of those films. The plot itself is a fairly standard sportsball story (I can think of three movies with this exact plot about $SPORT agent finding a magickal talent) but that's okay; I'm not watching it for that.
GENERAL
* Open lightboxes now change the URL to always open themselves.
- This needs work. There's an architecture problem here. Some items that use lightboxes (Catalogs) should go to full pages. The problem is going to be one of inconsistency.
CATALOGS
* This just isn't there yet so it's tough to say what all has changed since it's a flurry and focus
* Mostly focusing on the Realspace catalog view, and from a Game profile
* Edits to the Catalog metadata work but you can't edit an item (yet)
* Playing around with hiding descriptions until clicked on but it needs a lot of polish and some affordance design work
MODULES
* The long and the short of a lot of this Catalog stuff is that the collection system needs to happen now rather than in a week or two.
* This resulted in creating Module.js
- Both Game.js and Tabletop.js now inherit this
* Created ModuleService.js
GAMES
* Catalogs sub-silo
ROGUE TRADER
* Clean up some collections
- Add Careers collection
- Add Voidship Components
- Add Voidship Weapons
* Imported Catalogs to the database
DUNGEONS AND DRAGONS
* Clean up most of the collections
* Imported Catalogs to the database
* Kind of went "fuck it" to the data structure for a lot of these as in many cases (like Player Races) lots of the secondary keys were just HTML strings (e.g.: ability_increase: "
....
") so I just combined them.
* Character Classes are a bear here, this is going to require some magick
FATE
* Clean up most of the collections
* Imported Catalogs to the database
BOOGS
* Lots of small things
* Issue with catalog updates changing the names of all its entries
2022.06.08 :: OUTER RANGE_____________________________________
- I kept referring to this as "Thanos has a Hole" but I apologize because such a joke diminishes the Shakespearean nature of this tragedy. It's impossible to spoil the story - and it is _fascinating_ - but you can assume that it's "unfinished".
GENERAL
* I got a new pair of glasses, which were a re-order of the same glasses I had before, and my vision is all slippery around the edges, as it is wont to do with new glasses that have different prescriptions. However, this is the same prescription, which makes me think I bent the old glasses out of alignment and thus trained my vision to be weirder.
* There was a lot of stuff done under the hood on Catalogs but none of it is visible.
- The primary thing here is understanding how Custom Catalogs work
- I'm mostly deploying this to get this stuff up and out of the way so that I can actually Do What Needs To Be Done.
GAMESPACE
* Worked through a lot of small issues with CollectionFlyout and the various EntityFeather item platters.
- Includes the need to do wierd positioning tricks with them. ActingEntity versions are fixed position while Feather versions are absolute positioned; don't ask me why it makes me angry thinking about it.
- This entire catalog item edit system is a rat's nest and in need of some fire. Lots of methods named "createPlatter" but apparently I'm supposed to know what that is in context? Past Brandon was an idiot.
* Adding/Removing collection items from EntityTemplates now works much smoother
ROGUE TRADER
* Codified catalogs from the core rulebook for Ship Weapons, Ship Components, Psychic Disciplines, and Psychic Techniques
BUGS
* Fix issue with targeting lines not resizing on map zoom
* Some issues with Game Edit Platters throwing exceptions at wrong time
* Get the whiteboard to obey zooms
* New documents were throwing an exception due to a refactor
2022.06.03 :: LANGUAGE LESSONS_____________________________________
- Obviously filmed during lockdown on phones, this is a surprisingly poignant character study. Duplass and Morales are always pleasures to watch: they both have a natural way about their acting styles and for realizing "normal" people who find themselves in realistic situations that have an unusual taste to them. I normally don't like "reading" movies - fully 2/3rds of the dialog is en Espanōl, which I do not know well enough to understand without subtitles - but this one was worth it.
GENERAL
* P. much done with COVID. I had zero symptoms. It was boring as all hell, being stuck in the house for the isolation period.
* Better HexStorm positioning in Realspace
* Added some SVGs for dice roller technology
* Hey you can start paying me! Click the dog icon.
* Added video of dragging and dropping maps into the Gamespace
DRAGOSAUR
* Finish implementing drag-map-into-dragosaur
* Some better wording on the central hexstorm text.
* Drag HTML files (broken and sane) to create new Table Documents
- e.g., if it's got a real structure, it parses metadata from and uses as content
- if not it assumes whole document is content, and tries to grab a title from the first h1 or h2 it sees
- It's capable of loading the Fate Core rulebook, but there's some clean up it needs.
* Added Dragosaur.js
CATALOGS
* Created a very simple catalog browsing sidecar that connects to Entity Feathers and allows for quick adding of items to the entity
- This is just the item names for now; it needs a lot of expansion to behave more like a Catalog Feather's visions
DOCUMENTS
* Increased general space available for a document (from TEXT to MEDIUMTEXT)
HODORIZOR
* Some clean up where it was overly aggressive.
* Better response for FreezePeach.isShitty() (was sometimes returning undefined which was triggering a false positive)
USERLOG
* Don't try to stuff 6 megabytes of text into the notes field
STRIPE
* Basic integration for subscription systems.
* Users will not see it at this point.
* Added BillingService.js
* Added ProductService.js
LOGGING
* Did a refactor on the logging system regarding log levels to now SQL, DEBUG, INFO, WARN, ERROR, MONEY
* Added some emojis to certain log entries to call them out better visually (e.g., stop sign on ERROR)
BOOGS
* Cloning adversaries was duplicating the entire catalog oops
2022.05.29 :: STRANGER THINGS_____________________________________
- Working through season 4 (part 1) of Stranger Things. This is predictable and expected fare. The lampshades to its reference materials are fun. Absolutely -excellent- use of Kate Bush. I was each of these kids at some point or another in my life. I will -still- rock my jean jacket with the Iron Maiden backpatch from time to time.
GENERAL
* Continuing with the COVID, always the COVID
PLATTERS
* Tabletop Catalog Management confirmation platter
ENTITY FEATHERS
* Layout changes: move the table of contents to a top-aligned tab-bar
* Remove a lot of scrollbars
PLAYERS
* Feather: Remove meta header; it's just the Flowboard, c'mon
* Feather: Action buttons -> Mute
* Add ability to "flash" a player's screen to get their attention (the command is "ping")
EXPERIMENTS
* Some light experimentation with using WEBM video for MapToken backgrounds
BLOG
* Added "Content Flags" blog post
NODE
* Further teased a bunch of Entity stuff apart, creating PlayerEntityService.js
ENTITIES AND CATALOGS
* Working on the whole "create adversary" thing, this is a bit of a bear, I've been avoiding it because so.
- Herein are the problems:
1) There is difference between the Template and the Instance. The monsters in the manual aren't Monsters until they're dragged on the screen. In fact they're not even true: DiceweaverObjects (which have a database representation). These are actually dictionary entries _inside of_ a DiceweaverObject
2) Saving the Template is actually saving the Catalog in which the EntityTemplate exists
3) It's possible that the Catalog doesn't exist! Tabletops have Ghost catalogs, we don't want to create them until they're needed. It's also possible that this Catalog is on a User and not a Tabletop!
4) Entities assume a Game. It's something I don't like, but they need to know how to make themselves work. This is actually okay, but it creates problems when you try to create a circular reference.
5) It's going to be a pain in the ass to treat the Entity Templates like Entities.
* Created EntityTemplate.js to handle a lot of this
* Created EntityTemplateFeather.js to deal with even more of it
- This is going to fast-track the whole "mini catalog selector sidebar" thing
* Process:
1) Select the type of template you want to create (usually "character") from the bottom of the Cast flyout
2) This will open a platter, where you give it a name. When you click "create", a bunch of stuff happens:
2a) It creates a stub EntityTemplate
2b) It asks the Gamespace for the "custom" entity catalog for the Tabletop.
- If exists, return it.
- If doesn't exist, create and return an _unsaved_ stub
2c) Injects the stub EntityTemplate's catalog definition into the catalog object
2d) Saves the catalog object.
- If the catalog exists already, returns updated catalog
- If it doesn't, it persists the catalog
- It then does an "include" action on the catalog for the Tabletop to create the Tabletop/Catalog association
2e) Sends a socket command to Storytellers telling them to update catalogs (too much info to send to players)
3) Opens an EntityTemplate feather, where you can edit the new Template
- This needs the "mini catalog selector" sidebar tool more than anything I've come up with yet, because the UX implication of "homunculizing" a template are just too crazy for my mind to wrap around.
3a) This saves like any other thing, the problem may run into scaling: saving the Template requires saving the Catalog.
CATALOGS
* Hide dragtab buttons when there's no character being homunculized
DRAGOSAUR
* Began the first steps in a larger world about implementing the Dragosaur.
* Dragosaur (at least on the ImageLibrary) accepts and scans folders and sub-folders.
* Correctly ignores files it doesn't understand.
* Dragosaur is going to eat your candy.
BUGS
* Fixed issue with drag-and-drop marker elements and their positioning
* Wow wtf with the Flag edit pane
2022.05.24 :: BETTER CALL SAUL_____________________________________
- The final season of this show has continued its unbroken string of excellence. There's no value in discussing the plot and events surrounding it: like with Breaking Bad, it unfolds with relentless precision, all characters true to their nature. The cinematography and symbolisms are chefskiss as usual. This was only a half-season, and so the shocking cliffhanger has me pensive.
GENERAL
* Tested positive for COVID-19 so that's a fun thing that is happening! Let's see how much it impacts my ability to code.
TABLETOP INVITATIONS
* Hooboy that was the main focus of this release. Tabletop invitations now have a complex workflow, and you can invite people by email address.
* Inviting by email address will send an email with a code. You can share just the url.
- If the user who gets the invite already has an account, the coded URL will get them in
- There is some magick that can be done with this, looking for people who already have accounts here, but we are currently erring on the side of over-privacy, mostly because there's a question of implied "consent of contact" logic that I have to solve in another way.
- If they don't have an account, it prompts for them to create one.
- This correctly inserts a Flow post to the sender, but not the recipient (who doesn't exist at this time)
USERS
* Platterified the user-level "invite to tabletop" system
* Started including tabletop memberships in the initial login load
* Started including playerlists in tabletop profile loads
GAMES
* Rebuilt the "create game" initial work flows (hello it's a platter)
* Game sub-sections (engine, strings, etc.) are now editable via platter
* Added the "birthday" logic to the "Publication Date" field
CIRCLE
* Circle screen is now a real Library and not a mash machine
* Some time spent smoothing Circle actions
CATALOGS
* Lightboxes now load for them, with edit panes
* This is really wonky
BOOGS
* Several null datalist "no entries" texts associated with Users
* Some missing message keys
* Don't allow user to encircle self
* Circle modals behaving weird.
* Fix issue with Board activation
* Some tabletop invite text
BALEETED
* GameEditScreen.js we hardly new ya
* CircleScreen.js
2022.05.19 :: UNCHARTED_____________________________________
- This was a movie that I watched. It serves me better as a vehicle by which I ask the question: "Is my love for Hawai'i derived from my love for 'Raiders of the Lost Ark'?"
NOTES
* This release is a continual-deployment release, happening about twice a day, when segments are completed.
* This will continue during the "test drive the Camaro" phase
GENERAL
* Unified various "empty list" instructions files.
* Added "Private Message" SVG icon
* Added "minimize" icon
* A fun thing to do when adding an "if user presses ESC do a thing" handler is to only remove it after the user presses ESC
* Cleaned up/Polished Document lightbox
* Cleaned up/Polished Image lightbox
* Cleaned up/Polished Map lightbox
* Improvements with input reset technology, but it needs to be spread out; it's not implemented everywhere.
* Add 'viewer is storyteller' and 'viewer is player' flags to tabletop profile instance
BOARDS
* Move "addBoardToTabletop" from Atlas.js to Diceweaver.js
* Add "import maps" button to the TabletopViewScreen BoardLibrary
FEATHERS
* Slight changes to header behavior
* Brought back the angle shape on the open feathers
BUGS
* Hopefully fixed an off-by-one error with birthdates
* Fixed issue with birthdates being completely hosed.
- This is dumb b/c they were being treated as strings when they should be dates, and dates when they should have been treated as strings.
2022.05.14 :: TIME BANDITS_____________________________________
- A classic film that clearly has had more impact on my storytelling than I had otherwise thought. It's interesting watching the effects and taking apart how Gilliam pulled off certain things with angles or models.
GENERAL
* Made the platter headers shorter
* Throw up a big ugly scrollbar set if tags in a list are too long
* Wrote a uuid_v4() function for mysql
* Some text clean up on the privacy policy
LE GRANDE MAPBOARD EXPULSION
* Deep confusion about the distinction between what we call a MapBoard and what we call a MapAsset.
* This started out as a bug with updating MapBoards and turned into a philosophical and architectural refactor.
- The problem at its core is that what users will think of as a Map is way, way overloaded. So we have to make some distinctions.
* The technical term settled on is "GameBoard" but the user facing term is going to simply be "board".
* This necessitated a crazy refactor of the Flags, which are now "BoardFlags"
REQUIESCAT IN PACE
* MapBoard.js -> GameBoard.js
* MapFeather.js -> BoardFeather.js
* MapFlyout.js -> BoardFlyout.js
* TabletopCreateScreen.js
* ProfileCreateScreen.js
* ProfileEditScreen.js
* ComplexImageSelector.js
* ImagePalette.js
* EtherImage.js
GAMESPACE
* Attach image selector platter to entity feathers
* Attach image selector platter to rich text editor
* Attach image selector platter to map editors
SCRABBLEBUGS
* Image deletion was completely broken
* Image upload palettes were slain in Realspace
* Oops forgot to load the game definitions
* Fix where game profile page didn't show character sheets
BUGS
* Tweaks in mobile profile screens
* HexStorm z-index was off
* Create Document error in Gamespace
* Search circle procedures totally broken
* Complain if users don't put dashes or slashes in the birthday field
* Document API in Gamespace was befuct
* Issue with resetting Ether components
2022.05.11 :: DARK CITY_____________________________________
- This film is and remains the pinnacle of 1990s Gnostic Cinema. I feel that Sutherland does his best acting here, ever: he fully inhabits a character whose mannerisms are very much like his own father's. The plot rolls out in a wonderful way, intentional way: The Deus ex Machina by which he comes into his True Power is literally the Chekov's gun we start with and we are prepped from the very first frame of the movie. Do not, under any circumstances, watch the theatrical cut as it has voice overs; find the director's cut.
* This release marks the Open Alpha, wherein I stop polishing the Camaro and take it to the track for a heavy spin.
SCRABBLEBUGS
* The artificial intelligence around the Birthday was being a pain in the ass, so I ripped it out.
- This introduced about eight other bugs
* Add "cleanBirthday()" method to UserService
- Accepts any valid birthday but then makes sure to grind it out so that mysql can save it.
* Add wife's name to reserved handles
* Scroll to top of platter when error on return
* Boy Dark Themes Are Fun Except When They Are Not.
- Set the platter themes to Realspace instead of Gamespace
* Add MoTD
* Open/Closed Flowbar width on the Lobby
* Mobile Stuff
- Lobby (sharded layouts)
- Also affected confirm account
- Hide connect-to-gamespace
- Get Flowboard working to open/collapse (needs a bit of work)
- Gallery width
GENERAL
* Settled on a final design pattern for profile pages.
*
* Started process for adding base platter methods to DiceweaverScreen
- This is going to absolutely result in DiceweaverPrimitive.js or some shit b/c I'm cloning these methods from DiceweaverObject and I'm running out of base-type nouns.
- Spoiler it resulted in DiceweaverPrimitive.js or some shit
* De-emphasize Houses for launch
* Created a "staff" flag
* The 'emsize' calculations are now singular and global, rather than catch-as-can (Allie!)
* Hid a bunch of in-progress shit
* Certainly created a lot of bugs.
PURGIFICATION
* Demo accounts have been purged, as well as all assets, linkages, and relationships that were associated with them.
SERVER
* Start returning 404s for lots of things rather than drawing error screens.
* Refactored and standardized underlying API
* GameService was getting ridiculous so it got split apart into several new services while reducing it's footprint.
- AssetService - CRUDA and inject for image assets
- BazaarService - Search/Silo methods
- CatalogService - CRUA for Catalogs
- EntityService - CRUA for Entities (player and non-player)
- FlagService - CRUD for Flags
- GameService - CRUA for Games
- MapService - CRUA for Maps and MapBoards
- PlayerService - CRUA for Playerlists
- StorytellingService - Takes over the management functions from the old GameService
- TabletopService - CRUA for Tabletops
* Created DiceweaverService, which is inherited by all the new Services I split.
* Unified various CRUDA methods (Create Read Update Delete -or- Archive) in the Services
- create() - insert the thing
- retrieve() - read the thing (why not "read"? come 'on, man. use your brain.)
- update() - make changes to the thing
- delete() - annihilate the thing (very rare, only when deletion is multi-step, like images)
- archive() - put the thing away in a box
- unarchive() - take the thing out of the box
* Unified various search, list, library, etc methods in the Services
- silo() - called for entering a whole silo, as there may be additional functions (e.g., autosearch)
- list() - gimme everything i can see of this type of thing
- library() - gimme my library (or the Tabletops, etc.) of this type of thing
- profile() - gimme the complete "profile" of a singular thing (includes child objects, etc.)
- search() - gimme everything i can see that matches these criteria
* Individual Services may have extra things (e.g., deploy()/undeploy())
BAZAAR
* Started the first phase of implementing the Bazaar.
- This is so far from done or usable but I need a way to find/replace catalogs that may get knocked out.
- This is one of those "gets fixed v. rapidly" type things that I could wait on but YOLO
PLATTERS
* Rebuilt underlying dialog system to be platter focused. This simplified so many things ya'll don't even know.
* This was a huge undertaking! And yet it's pretty great!
* Eliminate several "Edit" and "Create" screens in favor of simpler platter systems
* Got platters working in the Gamespace
ICONS
* Finalized icon architecture strategy
- Yes, I know! They're _icons_. What's with a "strategy"? Well, I'm glad you asked!
- First point: we have two kinds of icons:
- Font glyphs. These are single tone and behave like, well, fonts [])
- These are used for interface controls, typically
- Dual-tone SVG, which are deployed as in-line (sometimes wrapped, sometimes not).
- These are the ones for core navigation and other things.
- They have two layers, "bed" and "primary". Both of them have the same color tone, except the bed is a 30% fill.
- These layers can be addressed independently
- Aside from the mechanics involved, the strategy is about defining recognizable shapes and associating icons with that.
- Tabletops are Hexagon based
- Users are Circle based
- Games are Triangle based
CIRCLE
* Move circle page to a sub-page of a user profile.
- This is begging for an anti-circle.
LIBRARIES
* More work on standardizing their powers.
ACCOUNT RECOVERY
* Just bit the bullet and wrote the password reset system. I hate building these things. They're so boring.
HEXSTORM
* Clean up the hexstorm so that it works better in mobile and sits as part of the screen
TABLETOPS
* Created Tabletops silo
* Rebuilt all the Tabletop sub-silo icons
* Obey disallow document/character creations by players in Tabletops if bits are set
* Rename Javascript file from TableTop.js to Tabletop.js
* Created sub-silos for Tabletops (e.g., Catalogs, Documents, etc.)
BUGS
* Several minor handlebars template issues
* Several font-level icons were replaced/fixed
* Some work on fixing 1Password's bullshit about injected !important css, but it's incomplete
2022.04.17 :: THE EXPANSE_____________________________________
- Holy smokes I am glad I let this spool up. I wanted to finish reading the books before I dove into the show and I'm glad I waited as they deviate enough that it would be complicated. Plus, I get to watch it all in one go. This is pretty great, well done plots and effects, and the way they pull off the idiosyncratic nature of "fire in space" is awesome.
GENERAL
* Tweaks to layout of Wizard Pane workflows
* Add tabletop lists to the profile screen
REALSPACE
* Refactored the layouts of every screen so as to allow for better mobile responsive behavior.
- This was both a surprisingly simply and a huge undertaking.
- This was probably the largest single bit
FLOW
* Removed scrollbars from Flowboards
TABLETOPS
* Break out get_tabletop_instance SP into separate procedures based on membership + visibility
* Add Session Zero rich text field, visible only to storytellers and players
* Add Next Session, Session Repeat, and Session Repeat Interval fields
- These are private to the players, even if the Tabletop is public
* Add "Communications Link", for zoom/discord/google meet
- Private to the players only
* Add settings Disallow Player creation of Documents
* Add settings Disallow Player creation of Characters
* Add Stream URL
* Add Podcast URL
LOBBY
* Added "Upcoming Session" shard at the top.
- This shows the next Tabletop you have an upcoming session for OR
- If none have a next session set then it shows the one you've most recently accessed OR
- Whatever Tabletop has the higher logical id OR
- Absolutely nothing if you don't have any Tabletop memberships
- This should be a Call to Action
ENTITY
* Hodorize Entity Notes
BUGS
* Many scrollbar removals
* Fix layout issues with permission panels
* Fix issue with entity permissions being passed around correctly
* Players were connecting to Storyteller Sockets
* Players were seeing Storyteller Notes
* Storytellers were seeing player private notes
* Fix significant layout problems with Image/Asset/Map palettes
2022.04.10 :: ABBOT ELEMENTARY_____________________________________
- Honestly a sheer delight; every episode is lovingly crafted and tightly written. It is absolutely in the vein of "reality documentary" comedies like The Office, Parks & Rec, Modern Family, or Superstore. Worth your time! There may be an arc but each episode feels mostly self-contained.
GENERAL
* This is a double-week release
* There's a whole lot of work on Libraries and DataLists
* Note that this is a half-release, as was Black Crab
* Balrogs do not have wings.
* Hodorizer now understands smashed words (gamergategamergategamergate)
* Hodorizer is now case insensitive
TABLETOPS
* Added "Slavery" content flag
SPELL FLYOUT
* well actually it's more like a "Tabbed Collection Flyout"
TABBED COLLECTION FLYOUT
* Flyout for:
- Complex collections that require advanced or multiple views into the data, like a spellbook
- OR -
- Multiple panes of access information, like "vitals" and "notes".
- OR -
- Any combination thereof
* Tabs support an "onlyif" logic with the keywords:
- 'entity': non player character (description)
- 'playerentity': player character (description)
- 'storyteller': player is storyteller
- 'nonempty': content is non-zero (currently unimplemented)
* Tabs support an "only" logic with the keywords:
- 'owner': only the entity owner can see it
FLYOUTS, ADDITIONAL
* PERFORMANCE: Flyouts now draw build menus individually open creation so they open snazzier
- This is the opposite of previous behavior, which was to wait to build in order to catch changes that may appear on the entity
- That was kind of a dumb idea, honestly, the performance gain was negligible and if I'm honest that was mostly because I don't like polluting the DOM with unused menus. I have achieved zen acceptance that the gamespace will forever be polluted amen.
* Designed basic "Notes" flyout format that works! This is prob best combined in a sheet with a "vitals" tab.
* Designed "Vitals" tab, useful for cloning into any game!
- Contains "vital stats"
- Description tab (non-player entities)
- Public Notes
- Private Notes
- Secrets
- Storyteller Notes
DATALISTS
* Continued divorcement from DataGrid, but I think I've hit the wall on that.
* Developed mode view in the datalist (card v list)
- This is an option; default is "list"
- Not exposed by default
- Lots of stuff is better as simple cards but the metadata is crazy
* Made the search system work for this
* Cleaned up User Display in the Tabletop Playerlist
* Add support for metaline
MAPS
* All zoom values are now stored as floats rather than ints
* Default zoom is now 0.6
* Remove smooth scrolling on zoom change
* Maps now save zoom level between loads
* Add metaline to databox list elements
TAGS
* Implemented and cleaned up EtherTags.
* This allowed me to add tag clicking to the local search parameters for the list elements datalist
DICEWEAVER OBJECTS && LIBRARIES
* Moved a bunch of "drawXOBJECTLine" methods around and put them into the DWObject versions
- These will return then expected HTML for everything.
- The local Library instance can inject actions.
- The intent is to move almost everything to visions on Libraries, including the Flyouts
- Flyouts currently consume DWObject.listElement(); they should consume the Library type
- Individual Library files should eventually die, and be given as arguments to the Library() constructor
- Seriously lots of work on this.
LIBRARY SCREENS
* Added catalog library screens for users and tabletops
GAMESPACE
* Hide open feathers when dragging tokens
* Add functionality to hide flyout panels unless certain conditions are met or something from a catalog is being dragged to it
GAMES
* Added Vitals Flyout to Fate, Rogue Trader, Dungeons & Dragons
- Fate includes "Aspects" datalist (deleted existing Aspects flyout)
- Rogue Trader splits out into several tabs (Career, Status, Description, History, + Notes)
- These all need some work regarding the layout of various things
- Should do things like include avatars
* Added rudimentary Spells Flyout to D&D
- This is going to get much much cooler
BUGS
* Missing boundary in player list stored procedure leaked data to the storyteller
* Manny boogs inst der CharacterSheet.js, mostly about controlling components
* Fix a couple issues with the saving of entity note files
* Confirm account url had an extra slash
2022.03.29 :: BLACK CRAB_____________________________________
- This is tense as fuck. I won't spoil anything. It's English dubbed but who cares.
GAMES
* Implemented Create and Edit Game
- This is a bit of a chonker! I hadn't intended to implement this as early but here we are!
- There are several chonky JSON blobs that define how the game is constructed. I suggest running everything through a JSON formatter before saving it.
- I suggest https://jsonformatter.curiousconcept.com/
- Formats at https://www.diceweaver.com/the-system-of-the-world/
- Don't touch gamespaceconfig. Just... just don't. I don't have it well documented.
- New games are automatically created as Engine Zero clones.
- Games need to be "approved" before anyone but the creator can see them.
- You _should_ be able to invite players to such games and they can join and view the Gamespace but I don't think they can see the profile page or anything else.
- This part of it is a Hell of a Thing, fixing it involves a complex Game Visibility function that I don't want to write in the current moment so yer getting what yer gets for the short term.
- This will get better, I promise.
ENGINE ZERO
* Reduced, re-used, recycled, renewed.
TABLETOPS
* Opened up the Tabletop wizard a bit
- Step 1 is still required and freezing; untold bugs will occur if you don't start there.
CHARACTER SHEET
* Move item platter creation to CharacterSheet.js
* Item "info" button now opens a Platter instead of a Sidecar
* Platter standardization
BUGS
* Several small bugs related to the layout and display of EngineZero Bugs
2022.03.27 :: STAR TREK DISCOVERY_____________________________________
- Season 4 of Star Trek: Discovery felt like an empty fart. While I think there's lots to love about Discovery (characters, design, acting, really everything), the show has a tendency to put a Singluar Big Problem in front of several episodes over the older-style "problem of the week" that ToS and TNG did so well. While this normally isn't a problem (Picard does season-long arcs well), this arc was so manifestly _boring_ that it should have been a single episode.
GENERAL
* Wrote up the first draft of a document describing the JSON format for various definitions, findable at /the-system-of-the-world
* Globalized emsize variable
HOMEPAGE/LOGIN
* Wrote some tech that allows for video to be played in lightbox.
GAMESPACE
* Stop zooming to edited tokens
PLAYER ENTITIES
* Add ability to archive player characters
FATE
* Re-enable the ability to add skills to characters ahahahaha
* Soup up the description blobs for skills
* Add "short desc" field for skills
CATALOGS
* Implemented "Drag from catalog to collection flyout"
* Implemented Catalog Flyout in the form of adding it to the DocumentFlyout as a tab
* Added 'image' field
* Added 'logo' field
FLYOUTS
* Created TabbedFlyout.js class, allows for multiple datalists to be included
- Implemented this in DocumentFlyout, which now displays Catalogs as well
BUGS
* Fixed issue with "tokendrag" not being removed from the grid when a token is deployed from a menu
* Many boogs about combat start/end/auto-action execution. These were small things and mostly the result of the gamespaceconfig refactor.
- This is still to be done, the full GSConfig refactor
* Fix issue where document permission changes were not being saved correctly.
2022.03.21 :: DOOM PATROL_____________________________________
- The third season of this show is a tightly wound time travel story that works very well. The deep dives into character destiny and motivation are top notch and it continues to make the bizarreness of its source material relevant. The first episode of the season is more like the "finale" for the previous season, which was interrupted by the Big Virus Event that we were all unwittingly part of.
SPECIAL DOUBLE SIZED ISSUE!
* No deployment last week b/c $REASONS
* I feel like a wizard.
LE GREAT SHEET REFACTOR
* Decoupled a "character sheet" concept from the Game, and recoupled it to the Entity Type
- Each entity type now has its own Character Sheet
* Decoupled Gamespace configuration stuff (what happens with tokens, actions, etc) from the Character Sheet
* Le Gamespace Applique Designe Pont Neue:
- game
- crufty-mccruft-* (id, name, logo, updatedate...)
- gamespaceconfig. (describes how gs components behave)
- storytelleractions[]
- playeractions[]
- ondrop. (what to do when tokens drop)
- tokens. (token actions and status)
- partyflyout (partyflyout columns)
- combatservitor (combat servitor columns and config)
- strings {}
- lang: dict
- definition. (rules engine)
- primer (need's fixin)
- dice
- abbreviations (should die)
- collections {}
- defid: collectiondef
- tests
- actions
- entities {}
- type: { meta, attributes, collections }
- charactersheets {}
- entitytype : sheet
- catalogs [] (the catalogs used in this tabletop, loaded in order)
{ catalogobj }
- tablecatalogs [] (the tabletop unique entries, loaded after, and overwriting)
{ catalogobj }
ROGUE TRADER
* Added definition of a Void Ship to the entities table
- Needs good character sheet
CATALOGS
* A huge amount of work done on the catalog system holy smokes
* Rebuilt the Catalog Feather to use table rows which required some bad-assery to the DataList
- Entries now indicate what catalog they came out of
* Cleaned up several issues with structure
* Built out/started process to move all catalogs from loaded JSON to stored JSON
MAPSURFACE
* All maps now use MapSurface technology for the layouts and such
* This required further coupling MapBoard to MapSurface
- Note that "MapSurface" isn't a class; it is an aspect inside of MapAsset.
- MapAsset
- Base map, unattached to a TableTop
- These have geographic information.
- MapBoard
- Map deployed to a TabletTop
- These have state information (entities, flags, turnorder, etc.)
* Re-do zoom system so that it zooms in and out to nth degrees by .5 levels
* Why do we have such a thing as "max zoom" that's dumb let's just stop zooming out when the map fits inside the screen
- There's no point in going further _out_ than "fits inside the container"
- Zooming in doesn't make a lot of sense beyond 2x
- Zooming out doesn't make sense past container or .2
* Add "zoom to 1x" button for quick recenters.
* Add "1x" icon, which I hate
GAMESPACE
* Add "operate" action to Party Flyout where applicable
* Fix issue where new catalog items did not get their correct ids
BUGS
* The MapSurface thing fixed a handful of discrepancies in the MapAsset/MapBoard
* Fix p. sneaky issue with entities not updating
* Fix sidebar open/close state save issue
* Fix sidebar resize state save issue
* Fix sidebar resize + minimized state conflict issue
2022.03.06 :: RAISED BY WOLVES_____________________________________
- This is the most Warhammer 40k story to ever Warhammer 40k. I felt the first season was a tad disjointed in that it seemed to be trying to say too many things, but this seasons has rewarded that by tying those things together. It's a very tense show.
GENERAL
* Clean up display of ToolTips across the board
* Several new icons, most of which are not yet visible (they are part of an upcoming map functionality feature)
THE GREAT ENGINE REFACTOR
* At this point we must begin surfacing engines and systems. This means many, many things, and a basic refactor of a lot of stuff. Some classes need promotion to the Realspace level.
* Began formal process of decoupling "character sheet" from "engine". This was always in the design (apply a custom sheet to the engine) but now that CharacterSheet.js is moved up and instantiated as opposed to read, this can be mechanically accomplished
* Really started grinding down the definition API for a sheet atom
* Eliminated several classes:
- GamespaceAtom.js
- GamespaceConfirmWindow.js
- CodeOfConduct.js (replaced by BrochureScreen.js)
THE GREAT "ENGINE" TO "GAME" REFACTOR
* Was feeling bored so decided to rename "engine" to "game" everywhere because well "engine" sucks as the term.
- While the term "Rules Engine" is the most technically correct for what we're talking about, it's not a thing that end users are going to use. "Browse Games [to Play]" or "Browse Engines [to Play]" illustrates the problem succinctly.
- This actually works in the better favor; the Game is actually the following things:
- The Rules Engine
- The Strings Library it uses
- The Character Sheet layout
- The set of Default Catalogs
YE GREATE REFACOTRE OF THE REFACTORE
* Took a deep dive into the tabletop API and pretty much solidified how it rolls.
* I will herein explain so that the endpoints are captured in at least _one_ document somewhere
* All are POST targets under:
/tabletops
/$TABLETOP_ID
/update
/catalogs
/retrieve
/add
/remove
/deploy
/undeploy
/documents
/retrieve
/permissions
/documentpermissions
/entities
-- storyteller-controlled
/clone -- Create new NPC Catalog record from an existing catalog record
-- Note there is no "create npc";
-- One creates a catalog entry that conforms to the "npc" model.
-- In this tree, an "entity" is a map-deployed instance.
/save -- Update NPC
/deploy -- Deploy NPC Template to Map
/undeploy -- Undeploy an NPC
-- player entity (character) manipulation
/update -- save player entity (takes all updates)
/create -- new player entity
/delete -- trash player entity
/permissions -- update player entity permissions
-- entity notes (gets)
/publicnotes -- anyone can read it
/secrets -- only storytellers and operators
/storytellernotes -- only storytellers
/privatenotes -- only operators
/- entity state updates
/target -- set targetId
/initiative -- set turn
/position -- coords
/entitypermissions
/entitynotes
/flags
/create
/update
/delete
/game -- get the game definition for this tabletop
/maps -- list maps in this tabletop
/entities -- whose on this mapboard
/retrieve -- list maps in this tabletop
/activate -- make this the active mapboard
/add -- add this map to the tabletop
/remove -- remove the map from the tabletop (trashes mapboard, ignores mapasset)
/deploy -- deploy a map to the table (make visible to players)
/undeploy -- hide map from players
/setturn -- set the mapboard turn order
/playerlist -- get the playerlist the user can see
/promote -- make storyteller
/demote -- make player from storyteller
/kick -- kick player
/revoke -- revoke outstanding player invitation
/ownernotes -- retrieve all entity notes in this tabletop that only the user can see (can be several or none)
-- This is on the user (their perspective of the entity), not on the entity, hence its position here.
FLOW
* Different default posts for Tabletop v. Non-Tabletop flowboards
* Get sockets connected for tabletop invitations and they should now 360 correctly.
- New posts are updated in-place
FLAGS
* Made double tapping work in mobile
* Added/Changed all the icons available
* Reworked the color system
* Added platter for editing the Flag.
- Double click the icon to open the platter
- Double click the text to edit the text
- Platter has deletion functionality
* Reworked Flyout and removed edit/delete functionality from it
- Edit Flag button will zoom to the flag and open the Platter
* Added "Focus Players" functionality
- Can be done from the Flyout or the Platter
ETHER COMPONENTS
* Upgrade to Realspace viable
* Make mobile usable
* Add a "double click" icon to editable things (this required ToolTip stuff)
* Add notice about how to exit edit mode on an Ether component
EARLY ACCESS CONTEST
* Built and deployed the early access contest rebus system
BUGS
* Minor issues with a map change
* Major issues with map changes
* Security settings if the storyteller owned the character were befuct
* Fix issue with users not being able to move tokens
2022.02.27 :: HOW I MET YOUR MOTHER_____________________________________
- JWZ says something like "the problem with covers is that you're reminding me of a better version of the song I could be listening to instead" and that's exactly what happened when I watched the premiere of "How I Met Your Father": I realized I could be binging a better show. This week I'll finish the rewatch and with the exception of some "no homo" type jokes in earlier seasons (and I guess the general premise about a dad telling his kids about all the women he railed before his mom being weird) it holds up! Like "Scrubs", there's a lot of self-awareness and sophistication in its storytelling style and it's worth your time if you've never seen it before.
GENERAL
* Eliminated all references to 'cornflowerblue' everywhere save this file
* BooleanToggle now understands ToolTips
* Renamed "Adversary" to "Entity"
GAMESPACE
* Added ToolTips to all Flyout footer buttons
* Fix issue with target lines getting funged when zoom changes.
CREATEACCOUNT
* Eliminate Date Picker as it was dumb dumb
* Eliminate step box as it was dumb dumb
* Just hide unavailable sections. Showing them is confusing.
* Better error code for email in use
* Bring screen in line with the rest of the page designs
* Clean up some mobile CSS stuff
* Hide workflow headers when they're not needed
* Add in "confirm your account" workflow system.
- This needs work b/c it doesn't surface errors or success; it either works or it doesn't.
FLOW
* Implemented new component type: Complex Status Box
- Allows for an Action to be attached to a status box (as a button)
- Allows for a secondary bit of information to be included (such as a calculated bonus)
* Added tooltips for various actions, including a "double click to edit" tip.
FATE
* Get stunts working correctly with their bonuses
- Still needs connecting to the skill
- This is kind of dependent on a revisit to the Flow mechanism of addressing collection items
BUGS
* Don't let ghost characters submit actions
2022.02.20 :: INVENTING ANNA_____________________________________
- This is enjoyable brain candy that is well acted, though one can't help but question the intelligence of some of the people Anna was able to grift - and continue grifting. Quality Shondaland.
GENERAL
* Rebuilt the symbol font. This was really a culling of a bunch of unused tokens.
* Starting thinkin' about murdering SimpleForm.
* Add in the Terms of Service
* Slight mods and updates to the Privacy Policy re: COPPA
* Redesigned login screen
* Add human-readable "from" for emails
GAMESPACE
* Allow for users to "close" their mapboard
* Load the HexStorm if there's no mapboard
* Change the link targets in the mapflyout
- The name now opens a feather rather than replacing the mapboard
- Activating a map as the mapboard requires the "Focus" button
* Show controllable entities even when there is not a mapboard
ACCOUNT INVITATIONS
* Invite by link: inviter gets a link to copy and paste to invitee. "Send this Invite" modal no longer requires an invitee email address.
TABLETOPS
* Surface links to gallery views of tabletop asset libraries
* Map Library screen
* Lore Library screen
* Add "last seen" column to playerlist entry so that we can tell when the last time a player connected to the gamespace was.
- turned on the first crank
DUNGEONS AND DRAGONS
* Clean up weapons catalog and implement flyout
* Clean up skills catalog and implement flyout
* Clean up armor catalog and implement flyout
* Add equipment catalog and implement flyout
BUGS
* Boy was the Map Palette broken holy smokes
* Fixed issue where HexStorm was doubling itself
* Prefer player characters saving themselves correctly over not saving themselves correctly
* Prefer player characters actually saving themselves over not saving themselves at all in some instances
* Prefer player characters only create themselves once rather than three times.
* Don't assume new entities are on death's door just because they don't have values for hit points
* Enable "Edit permissions" button immediately upon character existing
* Fix issue with flag editing
* Set max sizing for feathers so they can't go out of bounds
2022.02.13 :: REACHER_____________________________________
- Well produced and enjoyable competency porn that did a good job of surprising me and raising the stakes in the right ways. The biggest flaw is the main character's preternatural lack of any flaws whatsoever.
GENERAL
* Integrated SocketService so that it can be accessed as an emitter for other node-level services
* Cleaned up several socket actions as a part of this.
* Implement prefers-reduced-motion: reduce to provide better accessibility
BABEL
* Re-designed the localization architecture so that it serves as a resident daemon called BABEL.
- All localization is passed through BABEL, though Flow parsing is separate
- BABEL.get('description-label') = "Description"
- BABEL.string(field, object) is a Tabletop/Gamespace level localizer that can be injected with its context (optional object arg)
* Killed TextFactory.js and BabelFish.js; long live UniversalTranslator.js
- global BABEL = new UniversalTranslator();
* Changed architecture strategy for localization of terms so that the engine-level localizer is brought out of Gamespace and into Realspace
COMMS
* Set up COMMS as a core global
* COMMS now gets injected with what it it needs to know
* COMMS now more tightly coupled with Flow
* Eliminate Comms.js (Gamespace Only) for CarrierPigeon.js
TABLETOP
* Library screens for Maps and Documents
- (Currently inaccessible via navigation)
- Needs navigation access
- Needs token filters
GAMESPACE
* Eliminated HTML5 Drag and Drop as the method of choice for token movement and manipulation.
- This was a huge change but essential for full mobile support
- Tokens are now on their own layer, which has a cascade set of changes.
- Some good (we are allowed now to resize tokens arbitrarily and map grid display can be divorced from its structure [consider needs for hexagon maps, so that's a hint])
- Some bad (a lot of stuff we got for free with tokens and grid being coterminus now require (ugh) math, which is a performance hit (though minor compared to the hit of the shadows)
- This ended up being a lot of work
* Dear Diary, a fun thing that happened is that I discovered that Past Brandon wasn't vigorous about setting the orientation of a map's x and y coordinates the same at different map layers! This meant that every map ever drawn had a vortex bug where the "true" coordinates had been flipped to y,x! Anyways that's why Present Brandon is an alcoholic and everyone's token positions are rotated by 90 degrees now.
ASSET PALETTE
* Lots of clean up for this. Little things like labels and such.
- This is likely going to die in its current form and instead become a palette holder for the Library
KNOWN REGRESSIONS
* Token x/y position got polluted so they were rotated
* Flags are kind of goofy
2022.02.06 :: REBELS_____________________________________
- A rewatch, Rebels remains one of the best tales of the entire Star Wars universe. The final season has an emotional weight that can only exist within well-crafted stories. Ahsoka Lives!
GENERAL
* Created ":circle" keyword for searches, which restricts user results to members of your Circle
* Open user invite searches with :circle keyword pre-filled
* Implemented Realspace socket system (CarrierPigeon.js)
- still needs stuff to connect to it
* Add some screenshots to the login screen
* Clean up ToolTips a lot
MOBILE
* Get lightbox modes working in mobile
SOCKETS
* Connect Realspace to the server sockets
* Created CarrierPigeon.js as a Realspace Socket Daemon
* Updated SocketService to understand tabletopIds in the payload over session.gamespace, since in Realspace you have several tabletop sockets
* Updates to documents are reflected across all views of the document, in realspace/mobile/gamespace
* Create SurfaceManager.js to track open and updatable edit surfaces
GAMESPACE
* Storytellers can now set the turn by double clicking in the Turn Marker box
* Double-clicking a token in the turn tracker will set the turn to that number
* Send all private messages in a Gamespace through the Storyteller's space
* Ensure that all flyouts have instructions on how to use them if they are empty
* Add a note about what the flowboard is so it's not just a blank space
* Polish and consistency about the display of empty widgets
* Add instructions in Favorites widget about why it's empty or how to add favorites
* Moved grafitti control to make menus work until I can figure out a better solution.
LIBRARIES
* Decouple Library.js and BusinessObject.js
* Implement quick filters and searching for Libraries
* Implement selection, multi-selection, and bulk actions for carded DataLists
* Implement bulk delete ImageAsset
* Implement drag-and-drop for adding images to the Image library
FLAGS
* Rebuilt flag drag/drop systems so that they work in mobile
- 90% of the problems that arise with drag-n-drop of items in the Gamespace are because of a) Mobile, b) MapSurface needing margins, c) The Sidebar
- Mobile does NOT support HTML5 Drag-n-Drop
* This is a huge pain in the ass b/c we have to start doing exact pixel work
* pos.x = (e.clientX || e.targetTouches[0].clientX) is the only way to ensure accurate x/y but even that's goofy
* At the end of the day you have to figure out where your screen x/y, add the difference between the mapboard screen scroll offset and the map margin, and then possibly subtract or add other things (like sidebar width), e.g.:
- pos.x = (e.clientX || e.targetTouches[0].clientX) + (this.mapboard.container.scrollLeft - this.mapboard.widthmargin) - parseInt(sidebarstyles.width);
MAPS
* Surface several fields for editing:
- maxzoom
- defaultzoom
- cellsize
- is_public
* Add "drag and drop to create maps" functionality
- Drag map background images into the library and it will automatically create MapAssets
* Implement MapAsset create through the Library
* Automatically zoom in and center on maps when opening in lightbox
* Add quick zoom level notice when zooming on MapSurface enabled maps (not on MapBoards... yet)
- MapBoards do not yet use MapSurface
BUGS
* Several issues around the logic for determining if a user can invite another user to a Tabletop
* Fix SelectMenu's menu css
* Fix several issues with AssetPalette
* Fix issue with "show to players" with brand new documents
2022.01.30 :: OZARK_____________________________________
- Every moment of season four (part 1?!?) is filled with brutal tension or brutal brutality. The Shakespearean nature of the story is coming to a close and I eagerly await it's conclusion.
GENERAL
* Strip jero-width zoining characters
* Develop new technology for using svgs as the icons for the flyout buttons
* Several new icon designs for the primary navigation scenes.
* Prefer "Lore" over "Docs"
* Continued clean up with the CSS
* Prefer "--bevel" over "--edges-box-shadow"
* Added privacy policy page
- This ended up necessitating a "Brochure Screen"
- Moved Code of Conduct to Brochure Screen
LIBRARIES
* Re-surface Asset and Map Libraries.
* This was a major overhaul of interaction. It's about 3/4 done.
- Mostly merging the sensibilities of the AssetPalette with the functionality of Feathers
- Prefer Carded over List view for Libraries
- Only applied to AssetLibrary and MapLibrary at this point.
DATALIST
* Created Carded pattern for list display
ALL OBJECTS
* Promoted context awareness all the way up to the root objects, allowing me to...
* Add patterns to DiceweaverObject for:
- Platter
- Sidecar
- Lightbox + Lightbox sidecar
* Allowing me to...
- Insert any object into the interface in an editable mode, without the full framework, allowing me to...
- Begin the process for doing mobile-only views of Player Characters, and
- Connect the Flowboard to the Gamespace event feed, and
- Create Observer Mode fairly easily, because
- A Mapboard object can be made public and then its lightbox mode can listen for events and draw tokens
- Single view documents can be updated without the full framework
- Entity Sheets can be updated without the full framework
- (None of this is deployed)
FEATHERS
* Document: Use map image for Node icon
* Document: If the document has an image, use that for the Node icon
WIZARD SHIT
* In Xanadu did Kubla Khan a stately pleasure-dome decree
BUGS
* The Purple Screen of Death
* The Weird Logout Bullshit
* Userless loads of edit pages were not correctly forwarding to the Login screen
* Synchronize maxlengths for various fields
* Add missing maxlength for website
2022.01.23 :: ARCHIVE 81_____________________________________
- An excellent and tense horror of Lovecraftian doom.
GENERAL
* Great CSS Variable Refactor
* Design Sweep
- About 75% of a deep dive on various display and visuals and animations
- A really aggressive thrust for consistency across all object row lines
* "Rhombus Rhombus Rhombus," in the voice of Business Kitty
* Script refactor:
- all javascriptie things got moved around and sorted with notes in the load path (see for yourself!)
- (i mean why not make it public nothing sent to the client can be hidden maybe a newbie can learn something about information architecture and design)
* Recut the default avatars for users
* Better default image for tabletops
* Bring a local copy of Montserrat online
DIE, DIE, DIE, MY DARLING
* Forked Cornflower Blue and checked it into the main diceweaver repository
* This was a huge refactor that was essential for several reasons:
- The CSS code had accreted over several years and so there were so many overrides that dermining why a button's background color wasn't correct could be a 30 minute investigation. It reduces developer time (esp. mine) if you know that all buttons are defined in Affordances.scss
- This will have the side effect of increasing cadence because I will not be getting distracted by some regression that got introduced in a refactor on a side page or whatever
- Where Cornflower Blue components were used they were nearly always overridden. CFB was designed as a -toolkit- which means that it is flexible (so it supports several styles for inputs and buttons and such). DW only has one style and it wasn't the default so lots of work was spent overriding. Let's just change the default.
- If I don't do it now, I never will, as the trajectory of my life in this thing is kind of known. In the next few weeks we'll start having more and more users and I'll be on the bug-fix and feature train for the next year, after which it's going to be have to be someone else who has to work in this entirely, and let's be kind to that person.
- It's going to require me to enforce myself to a partitioning architecture in order to maintain consistency and lower complexity.
* Eliminated the "cornflowerblue" symbol font
- There were three glyph fonts being loaded and that just didn't make sense so I merged several of them.
* Prefer "diceweaver" over "diceweaver-symbol" for the font name.
CONTEST PAGE
* Created rules page for the Early Access Contest
GAMESPACE
* Significant polish and consistency run across the entire interface, looking for dumb typoes and things of that nature.
- This involved a lot of performance enhancements b/c of the way we're doing html loads now
* Created new icons for the core flyout and action buttons
* Prevent NPCs from being dragged into non-existent map.
* Better explanation in Flag flyout about how to create a new Flag, if it's empty.
* Apply user/circle profile privacy interactions on PlayerLists
- There are only three "user" elements attached to PlayerLists: username, avatar, name
- Reduce to username only if there is no viewer/player privacy grant
- Remove elements entirely if viewer is blocked AND the viewer is not a Storyteller
- Storytellers need to be able to kick people from their Tabletops so they get to see that a viewer blocked them.
- This could def. create confusion in a TableTop b/c it could have players who are "ghosts" to one another but that's a problem for the Storyteller.
- Might be a good idea to do some thinking around this.
* Prefer "Actors" over "Target"
* Prefer "Cast" over "Foes"
- Adopt metaphor elsewhere
* Made it more obvious how to open private User-to-User windows
FEATHERS
* Better positioning on Platter
* Better visuals for an open platter
BUGS
* Perfidious mispelling of "permisssions"
* Prefer to not load all the engines and catalogs that exist instead of only the ones you're using
* Don't try to add numbers to strings when navigating with arrow keys
* Fix accidental character limit on various fields
* Several labels in the SecurityDroid permissions Platters
* Prefer MapFlags that update
2022.01.16 :: YELLOWJACKETS_____________________________________
- Started strong and stayed strong, a great back-and-forth between time periods. Heathers meets Lord of the Flies. Lost my wife about halfway through it because it was too intense.
GENERAL
* "Inviter" box design change on invite tickets
* Lots of terminology consolidation
* Redesigned House avatars to work with the new aspect ratio
* Scunthorpe
CIRCLE
* Rename "Friends List" to "Circle", which more accurately reflects what is happening.
- The process is "inclusive", and indicates a single-direction relationship
- "Friends" implies a bi-directional relationship
- "Followers" is stalkerish
- Circles memberships aren't public, so it implies intimacy
- A note that diceweaver does not give a runny shit about "reach" and considers things like follower metrics to be gauche.
* Created new "Circle" page and silo and moved various Circle operations there.
* Added "Search for users" function to Circle page (so you can find people to put in your Circle)
- This needs to really be componentized
USERS
* Better language around instructions regarding public data v. private data
* Better language about what, exactly, adding someone to your list of friends does
* Prefer "List of Friends" over "Friends List" b/c English is a terrible language and we should feel bad for having invented it.
-
* Send email to old email when account email address changes.
* Send email when account password changes
- TODO: Password change emails should include a loginlink for instant recovery
* Removed "Join date" from the user line layout
* Don't send the "searchable by email" flag to the client
* Add some intelligence to the birthday selector
TABLETOPS
* Better wording around "Deceased Persons" content flag
DOCUMENTS
* Improved performance of saving/updating for the current active editor of a Document
* Don't force open documents on the Storyteller what Forced It.
* Let players know if a Document is deleted out from under them.
* Default to all player view and edit to false for new Documents
* Enable several buttons and actions on Document create
* Document Force View by Storyteller now flips the "All Players can view" bit b/c that's what it does
* Images inside Documents now constrain themselves to the size of the Document window
GAMESPACE
* Changed Feather design to be more in line with the rhombus theme.
* Added "your turn is next" notice
* Clean up and polish on the sidebar turn markers:
- Added "Your turn is next" notification
- Added better distinction between Player and NPC actions for the Storyteller (de-emphasize players for them)
BUGS
* Fixed the egregious "fails to auto-scroll" bug, which was actually three bugs
* Ooops the change to usernames had a length verification so it locked out @x and @j ahhahah
- Also fuckified everyone's password manager settings but I am the devil.
* Private Tabletops still don't reveal shit, but they actually do it correctly now.
* Fixed issue where tags in Tabletops got completely befuct and broke saving the entire thing
* Fix issue where updating the user deleted the Circle and Blocklist from the user
* Prefer "backgroundcolor" over "backgroungcolor"
* Minimum height for Feather footer
* Deleting a Document now correctly closes out the Feather it is in.
* Updating a Document title updates Feather title correctly
* Fix Feather resize regression
* Feather parts shouldn't overflow anymore
* Prefer "error-tabletop-cannot_create" over "error-tabletop-cannot_create_table"
* Prefer "no html" in various elements in Realspace
2022.01.09 :: GHOST DOG_____________________________________
- Almost impossible to find these days, this film is a beautiful meditation on death and purpose in life.
LOBBY
* Work started on the Lobby layout
* If the user doesn't have a profile image, use the house image in the
USERS
* Account Creation Workflow is, uh, done.
* Built up/productized the basic user search mechanisms. This was a lot of fun.
TABLETOP
* Search users and select them to invite to Tabletop
* Add Tabletop invite dialog to playerlist
GENERAL
* Switch to using "username" over "email" for login.
- This is required for a handful of logical problems
* Refactoring the entire search system
* P. much removed the auto-Flowboard location thing from every page
* Hide the Realspace Flowboard input for now
* Diminish some DataList stuff when the count is 0 or 1;
* Trying out an experiment on avatar display in list elements
* Removed "view profile" option from friend list notification
BUGS
* Gmail does not handle SVGs. At all.
* Gmail also doesn't inherit font colors inside table cells
* Help me doctor my name is 💩
* Add a bunch of names to the reserved user list
* Eliminate "NaN" error when updating a Tabletop
* Avatars are now correctly circles in the friendlist.
- though i kind of _really_ liked them as rectangles
* Friendlist join dates were invalid
* Padding on user profile titles
* Social media items weren't nulling correctly
* Note about websites needing an https/http starter
* Several issues around sending Tabletop invites from a user profile screen
* Several issues around profile actions and messages:
- Unblock text is goofy from profile edit screen but not from target user profile
- Profile actions on target user profile screen now correctly refresh the page
* Boolean values in Tabletop settings were really confused
* Handle extra '@' in various social media sites
* Applied a maxlength of 15 to usernames
* Prevent HTML in tags
* Don't allow users to invite themselves to their own Tabletops
* Fix issue with username verification
* Eliminate Skype from the social media list as it doesn't have profiles
* Do some massaging on social media sites to get slugs at a usable state
* Many birthday issues:
- Do not allow birthdays in the year 17000.
- Do not allow centenarians
- Do not allow children under 13
- Do not allow birthdays of February 30th.
2022.01.02 :: LUKE CAGE_____________________________________
ONBOARDING
* Revamped account creation workflow to end with an Onboarding step, rather than half-profile edits.
- The problem was really "what happens if you accidentally navigate away" and "why do some of these sections freeze while others do not"
- Onboarding provides multiple exits
- Needs a skitch of design work I think, maybe some good icons/visuals
* Onboarding screen can be accessed after account creation
- The 'frozen' bits (code, username, etc.) just aren't there on reload.
TABLETOP
* Added functionality to allow for managing the playerlist, thus:
- Promote a player to storyteller
- Demote a storyteller to a player
- Kick a player from the Tabletop
- Revoke a player's invitation
USERS
* Expose ability to edit Friend List and Block List.
- These really need their own workflows (relationship workflows)
* Add ability to add/remove social media links
ADMIN
* Pulled all administration functions out of the core codebase. This stuff is now server-side determinate.
2021.12.19 :: DAREDEVIL_____________________________________
GENERAL
* We're off Rackspace and on AWS.
- This was entirely painless except for stupid firewall errors again.
FLOW
* Deep dive into the workflow wizard, moving it to production quality
* Current changes applied to all workflows except "Create Profile"
- Create Profile is going to be folded into the Edit Profile workflow
REALSPACE
* Started sketching in final Realspace layouts
- Smaller side bar is prob the biggest thing you see
- Flowboard is on (most) every page.
* Modified Realspace flowboard (technically it's "flowbar" in this instance; the board is the list; the bar is the controls + list) so that it can collapse/resize
- prob ought to class up FlowBar and move some functionality up to.
* Added basic font-sizer to the flowboard
* Created a methodology for ether-ing non-Gamespace objects
TABLETOP
* Added "harm to animals" content flag
* Added "violence type" content flag
* Edit/Create Tabletop should now work!
- Some (all) playerlist edit functionality is still only sketched
ENGINES
* Engine ZerØ
PROFILES
* You can edit your profile correctly!
* Added birthday field
* This is still in a lot of flux.
BUGS
* Artifex users should now be able to grant/manage invitations
2021.12.13 :: PENNY AND DIME_____________________________________
GENERAL
* Put Cloudflare in front of everything. This was _almost_ painless; while Cloudflare did everything perfect, it necessitated changing the websocket port from 3001 to 8443. This was fairly easy! Except that blacklivesmatter.diceweaver.com was blocking that port with the firewall, and configuring firewalls is always a pain, and it turns out that firewalld must be restarted for rule changes to take effect, so that was a whole mess of fun.
* Purchased and installed a wildcard certificate. This was a ... fun process ... to get running, and mostly bound up with the Cloudflare/Socket fuckery.
* These changes are already deployed to the server; they were done in-situ.
REALSPACE
* Lots of refactoring with the server side handlebars tech which enabled us to start doing babelfish lookups in the HTML rather than waiting for the client.
* Getting much closer to a final design for most pages / layouts
* onbeforeunload to do the transitions really well
* Rebuilt the footer to be the global nav
- Removed the Primary Bar.
* User profiles now have (non-working) flowboards
- Needs RealspaceComms
HEXSTORM
* Changed its primary color to be that of The Brand.
TABLETOPS
* Revamped the Tabletop profile screen
- Still needs work; doesn't technically complete.
* Lots of work on the "create/edit Tabletop" workflow
* Added "violence type" content flag
* Removed pointless continue buttons from Tabletop creation screen
FLOW
* Much better flow (hah!) for the waterfall wizard
* Ensure that the user context cannot be forged on the client side
SOCKETS
* Pulled all the socket actions into the SocketService. This should be expanded to distinguish between gamespace and realspace socket traffic
2021.12.06 :: HOO-BOY_____________________________________
GENERAL
* Gigantic templating refactor from soup to nuts.
- This affected every screen
- This was in many ways a performance optimizer
* Changed all instances of "Gamemaster" to "Storyteller"
* Designed several transitions
* Social media account support (read; edit is in progress)
* Implemented Login Links
- Click the button, a link is mailed to your email. Click that link, and you are automatically logged in.
- Trusts user's email security, but no more so than a password reset link
* No longer load any 3rd party libraries from remote sources (prevent tracking cookies)
CREATE ACCOUNT/ON-BOARDING/USERS
* Cleaned up account types
- Types: A, D, E, F, H, J, M, R, U, W, X, gh, 404
* Designed symbols for the various Houses
* Database support for managed accounts
* Onboarding Workflow work (lots)
GAMESPACE
* Users can now de-homonculize
* Add polish to action and target menus
* Fixed issue where starting and stopping combat seemed frozen (it wasn't)
BUGS
* Prevent motd feather from loading twice
* Clicking on a table name no longer opens a feather
* Logging out now correctly removes the gamespace theme
2021.11.14 :: MVP RC 5_____________________________________
LOGIN SCREEN
* Several updates
* Added a mechanism that allows you to switch to a "HexStorm only" mode
GAMESPACE
* Added a user feather for the self, which had previous been non-existent
* Enabled the ability to send private messages to yourself
BUGS
* Fixed bug where document updates pushed the cursor to the position 0.
2021.11.07 :: MVP RC 4_____________________________________
BRANDING
* Reworked the index/home page a lot.
- Created a branding color!
- Added link to request invite
- Added link for publishers to contact (prob not going to happen but let's provide the path)
- This needs a hell of a lot of work yet.
FLOW
* Added two new methods to Flow objects, on the value:
- flow.value.resultsclasses
Returns an array of classes to that the FLow has earned
- flow.value.resultstring
Returns the raw value string of the flow object
GAMESPACE
* Fixed issue with the die roll toasts being incorrect in various places (e.g., "You rolled an NaN" or "You roll 8"). There were a small handful of issues with this; it was fixed by the Flow work above.
* Die roll toasts are now fired by the Fountain and not the ActionHero. Why?
- The toast object was being defined in the ActionHero, before the roll result was processed through the Flow generator. Flow objects are always reparsed on the server, so the only thing ActionHero had was the initial payload, which did not have most keys. Setting the toast to fire at the point that the Fountain recieves it (after the server round trip) meant that I had a full Flow object to parse with and made way more sense anyway.
BUGS
* Fixed issue where logging out would leave the login screen in a weird state (wrong theme and missing footer)
2021.10.31 :: MVP RC 3_____________________________________
GENERAL
* Holy smokes.
* We are in the "Making it work better is going to wait stage" for a lot of things.
FLAGS
* Simplified the flag behavior and display
- Flags are just always open now.
- Configuration/edit is now done via the flyout
- Delete is now done via the flyout
* Reworked flyout:
- Removed "update date" / "creator" data
- Delete button
* Added config button to flyout. This opens the color and icon selector.
- I hate the behavior. Needs polish
* Fixed issue where flags moved a tetch when opened, mostly by eliminating opening
MAPS
* Fixed up the way that map deployment works, fixing several bugs with it.
DUNGEONS AND DRAGONS
* Compiled the SRD into engine catalogs
* Created the engine class
BUGS
* Fixed issue with ActorPalette and display bugs with large toon count
* Fixed issue with quirkiness in buttons on asset palettes
2021.10.24 :: MVP RC 2_____________________________________
GENERAL
* Did a refactor on the "load gamespace" routines that allows me to to do easier insert/removal of steps
- Documents are now loaded for everyone at start
- Maps are now loaded for everyone at start
- Both of these get reloaded almost instantly for a different reason but that is on a different thread
* Refactored Feather and Wing to be root level
- Created GamespaceFeather and GamespaceWing for GS specific functions here
* New Component: EtherTags
- Applied on various feathers that have tags. Only allows for editing at this point.
DAEMONS
* Did a fair chunk of refactoring to pull a lot of functionality from Gamespace to various Daemon singletons.
* Meet the Daemons:
- BabelFish: handles string localization
- ActionHero: handles action execution
- Atlas: Manages maps
- Dugout: Manages players
- Comms: Handles communication on the socket level
- Fountain: Manages the Flow
- Librarian: Manages documents
- SecurityDroid: Handles security policies
- Yggdrasil: Manages the fate of entities and characters
FEATHERS
* Open document feathers now reopen upon page load.
* Opening a feather will now raise it to the top of the stack.
* Feathers can be dragged and dropped in their stack position.
- This is saved.
- User Feathers for some reason can't be easily dragged.
* Removed feather scrolling as it doesn't make sense.
* New Feather: AnnouncementFeather
LOBBY
* Refactor of its layout to full screen
* Added a Wing
FLYOUTS
* Created a Player Flyout to show off errbody
BUGS
* Fixed issue where players were not seeing all Catalogs
* Think I fixed the chatboard scrolling error
* EntityFeather issues with navigation and crazy scroll effects is fixed
* Fatal errors on Gamespace initialization now redirects to the Lobby
2021.10.17 :: MVP RC 1_____________________________________
THIS IS MINIMUM VIABLE PRODUCT RELEASE 1
* All required functionality exists, if shakey, buggy, and incomplete or unpolished in places.
CATALOGS
* Implemented the Catalog system, which is the system by which engine collections and collection items can be created, manipulated, and exported.
- Catalogs are independent of their deployments to tables, in the same way as maps
- Catalogs can be player visible or not. This affects the entire catalog.
- This means the player either gets the entire catalog downloaded, or none of it. It is not possible to hide individual items.
- As with all catalogs, however, it is possible to mark catalog entries as non-searchable so that they don't show up in the interface, but the JSON still is downloaded by the client
- Catalogs can only be edited by the creator (at this point)
- Intend for an "And also GMs of Games I am in" flag
- Adding a new item to an existing (engine) catalog will create a new catalog ("user custom") with the exact same traits as the parent engine catalog.
- Catalogs also store their object definitions. This allows GMs to change the default behaviors of items in a catalog by importing a new version of it.
- Adversaries are now a full member of the catalog system
FATE
* Lots of work on the Stunts catalog and fixed up its configuration.
- Broke the gigantic Stunt catalog out into several catalogs, based out source
- Still stuff to do with this, now that the catalogs system is more fleshed.
FLYOUTS
* Rebuilt the collection flyouts to support both Platters and Sidecars.
- Sidecar is a descriptive addition, a details or local action thing
- Platter is an "edit this item" type thing
- The formalization of this logic means a small revisit to a couple Feathers
- TODO: MapFeather
* Rebuilt a lot of the underlying language for the Flyouts
- There are still instances of duplication that can be merged
- Really this is making a distinction about how the Character Sheet displays things and how they are Stored
ETHER COMPONENTS
* Finally implemented EtherEnumerant
GENERAL
* Updated all the favicons
* Excised my long-hated GamespaceWindow code
* Removed the transparency/translucency functionality for panels and flyouts as it no longer made a lick of sense
* Flags now scale indepdentent of the map zoom. That is, they remain the same size. This may be a lil janky.
* Some polish on private message and connection markers; nothing important
BUGS
* Fixed the most irritating, long-lasting tabbing issue with character sheets
* Fixed issue where Vaporizor wasn't working on Region Maps
* Fixed issue where disconnecting did not turn off your lil lightbulb in the gamespace
* Fixed issue with entity operation permissions not appearing on gamespace load, but showing up in-situ
* Fixed issue where users were unable to edit documents that had "all users edit" perms
* Fixed issue with document changes not propagating through the socket correctly
- Still doesn't work for player entity notes; that's a different comm system
2021.10.10_____________________________________
GENERAL
* ka pāʻani i ka pāʻani
* aia kahi pāʻani i loko o ka pāʻani
* hiki iā ʻoe ke hoʻomaka akā ʻaʻole hiki ke hoʻopau
* had a panic attack or five
FATE
* Added engine functionality for Stunts (rudimentary)
- Added gigantic Stunt Catalog
* Cleaned up how skills work, this necessitated some engine parsing work
ENGINE
* Developed the catalog merging system and support for table catalogs
* Turned Adversaries into a catalog item
- Adversaries basically become "tokens" that can be game defined
- This necessitated a change to the entity definition format, adding a third top level, "meta".
* Snuffed a bunch of tables and systems that were no longer needed because of above
FEATHERS
* Created platter system
* Created sidecar system
* Feathers are resizable now
- Doesn't save sizing between screen loads
* Map Feather
* Displays map as primary
* Edit functionality is in a sidecar
* Correctly handles re-opening
* Catalog Feather
* Selectable; details appear in sidecar
* Bugs
- Correctly handle some positioning stuff
- Correctly handle some open and closing issues
- Correctly handle some state issue
MAPS
* Deployment and undeployment system has been reworked and standardized
* Player visibility has been reworked and standardized
BUGS
* Sidebar resizing has been redone (after the Feather resizers) to be smoother.
- Resizing in general is a bit janky and I'm not sure why, but I expect it has to do with a transition or a shadow/filter that I haven't found.
- I'm experimenting with some classes that that will entirely disable shadows
- This should be a setting
2021.10.03_____________________________________
FEATHERS
* Designed and implemented rev 1 of Feathers. Feathers is intended to solve for many problems regarding documents, character sheets, workflow managers, special components (like dice pool widgets) and the like.
- The impetus for this change follows a similar one from the change to the permanent chat flow. Diceweaver tries to have its form follow the function. In this case, we must look at the various types of information we have to figure out how to display but also how important it is in the information architecture.
* System Status (diceweaver/account/table activity) AND
* Environment Status (map things, combat turns, local targets)
* Character Status (avatar, hit points, favorites bar)
- Require permanent, immediate visibility (a glance to see important statuses)
- Interaction is always with deliberate intent (You don't accidentally start a combat round)
- Allows for small burdens to affordance activation (e.g., menus must be opened)
* Chat and Activity Log
- Always available
- Requires a zero-delay affordance use
- Cannot prevent or otherwise impede usage of the map
- Cannot be impeded by other components
* Object Lookup Systems (Flyouts for map/party/documents/foes)
* Interactive Lookup Systems (Character skill flyouts, etc.)
- These components are task-oriented. They are open only as long as needed to be.
- Affordance burden is fine.
* Map Boards (interactive and otherwise)
- Despite being the sexiest thing on the interface, the map surface is not of highest information architecture priority
- Interaction with a Map Board is always with intention.
- Map board interaction is modal: the user is not going to be doing two things at once
* Permanent Information Access (documents/handouts/character sheets/edit interfaces)
- These are nearly always modal use, either for interaction or browsing
- Typically larger real-estate usage
- Usage of these elements is modal by nature and blocks access to the Map
- Having more than one of these open for browse at a time is difficult
- The issues with Windows for this are manifold.
- It is possible to move windows on top of windows in such a way that they block manipulation
- They take up an incredible amount of real estate in an ugly way
- They can only be resized within a specific real estate cage (in order to prevent the user from resizing it larger than the screen) and this is confusing to users
- They are terrible, performance wise. This is just the nature of onscroll and ondrag events and using debouncers
- Anyways. In order to avoid violating a bunch of design principles, Windows became Feathers.
- This was originally a very organic set of animations; they were originally more blade-shaped, and moved around as you interacted with them. It was well done but def. creepy in an uncanny valley way.
- This is incomplete. Many things need to be "featherized"
* Security/Permissions dialog windows
* All things that were once GamespaceWindows are now Feathers. GamespaceWindows are like going away, but several things need to be redacted from them (like permissions dialogs)
GAMESPACE
* New component, FontSizer. Sets font size to one of three levels.
- This changes pretty much the entire interface, not just the font size. It's working as intended.
* GM ACTION: Force document handout to open
* Undesigned the Flag Flyout to be simpler
* Flags may now be deleted by non-privileged players (added delete button to config flyout)
MAPS AND MAP THINGS
* BUG: Grid does not fill full area of non-square maps
* BUG: Sometimes flags fly off far-away
* BUG: Flags just got befucked and I fixed them to not be befucked anymore
* Connected map edit functionality to be live-active on the current map
2021.09.26_____________________________________
GENERAL
* Lots and lots of small refactors to handle tiny bugs or behaviors.
* Lots of refactoring designed to improve performance.
- This was mostly about "not loading X when we don't need it"
- Work in progress, not remotely done.
FLOW
* Added a "resolve" action that is isn't dependant upon other workflows.
* Delved p. deep into the tech behind workflows
TABLETOPS
* Rewrote a lot of the underlying systems for management of these
- This has not made it's way to the interface
* Added "Deceased Persons" as a content warning category
* Swapped half of the fields to radio groups over select menus
GAMESPACE
* Added GM action: Clear Tabletop
* Fixed error where attribute values of '0' where being drawn as ""
ENGINES
* Support for Fate
2021.09.19_____________________________________
GENERAL
* The Omnissiah is gender neutral.
* Created new account types: 'M' and 'U'
* Developed the deepmagick system
* Some minor tweaks to the logo and logoform
* Got the emailer up and running
USER CREATION AND ONBOARDING
* Built a user creation and onboarding workflow system.
- This necessitated ... many things ... at a higher-than-code level.
- Every time I thought I was approaching the end of this tranche of work, it got bigger.
- Most of the rest of this is in service to this bullet point, in one way or another.
ACCOUNT INVITATIONS
* Built and designed HTML email templates for invitations
* Lots of work done on the account invite and onboarding system.
- Lots of work scrapped and then rebuilt on this, too!
- This isn't completed.
USERS, FRIENDS, AND SECURITY
* Implemented User friend and block lists
- This is really a concept of "Relationships": Friend/Foe/Null
- Essential for the user security needed in the onboarding
- The backend supports durational muting but this is not implemented in the front end as yet
* Fully implemented new security settings. All defaults are closed.
- Public v. Private profile
- Open messages v. Closed
- Search by Email v. Closed
USER SEARCH
* Rebuilt the back end SQL for this
TABLE INVITATIONS
* Created the ability to invite another user to join a table that you are storyteller on.
* Integrated into Flow
* Internal workflow which supports the following actions:
- Send (sender only)
- Accept (recipient only)
- Decline (recipient only)
- Revoke (sender only, requires confirmation)
* Future Improvements:
- Needs tying into user search
- Needs better surfacing
- Needs emailing
FLOW
* Bit the bullet and did the big Flow Refactor
- Codified several objects/concepts into the correct heirarchy
- ChatWindow.js was a brutal victim to this massacre.
- Refactored Flow to indicate the difference between "Gamespace Flow" and "Realspace Flow"
- Decided that was a stupid idea and then just rewrote all of it to have a single Flow class
- This was a weird amount of work for what is technically such a small class.
* New Daemon: Fountain
- Manages Flow objects and handles their workflows.
- Intended to be subclassed (which FlowManager does)
* New Daemon: FlowManager
- Implementation of Fountain
- Took over the, uh, management, of Flow objects and FlowBoards within the Gamespace.
- Catches payloads, turns them into Flow objects + messages, routes those to correct FlowBoard
* New Component: FlowBoard
- The mechanical interface of Flow streams
* New Component: WaterfallWizard
- This is a mechanical interface to a specific and complex workflow, such as account creation
* Expanded workflow language to support a single API that can pass through all sorts of things
* Added ability for workflow to require a confirmation window step before executing
FLYOUTS
* New Component: FlowFlyout
- Really just a wrapper for some shared functionality.
- These are left-hand flyouts and ephemeral. They affect the Gamepace's Flow.
* New component: UserFlyout extends FlowFlyout
- All users now have flyouts of their very own.
- These contain the private message flow, which has been moved from the main chatboard
- Main chatboard can still accept @ syntax
* New Component: FlowActionFlyout extends FlowFlyout
- At this point mostly a bookmark/linklet that scrolls pending actions back into view.
DICE SYSTEM
* Added better support for rolling dice pools (this is chat api only right now)
* Needs to improve the die pool roller.
- This should all just use the chat roll api.
* Standardized dice css coding
DIE SETS
* Added Fudge/Fate dice
- execute with /roll df or /fudge (4 pool) or /fate (4 pool)
* Added glyphs for Genesys/Narrative/Star Wars dice
* Added glyphs for Wrath and Glory / wh40k
DOCUMENTS & DOCUMENT WINDOWS
* Fixed issue where documents were not syncing within the active gamespace
- ho ho ho solo this never, ever worked
* Removed superscript and subscript toolbar icons as they are a distraction
* Added Align: Justify
* Added Image insert functionality
* Fixed bug where updatedate wasn't loading with documents
* Cleaned up and fixed bugs in the Rich Text Editor
- Rebuilt various menus
- Formatting (e.g., color changes) now save and broadcast correctly
- Made the selection color better
CHAT
* Removed double quotes (") as a trigger for "in character" chat messages
* Added new command keywords
- /fudge, /fate: execute a 4 die roll of Fudge die pool roll
CORNFLOWER BLUE
* Did a deep refactor of various components that inject or modify DOM elements at the root body level
- Specifically: ToolTip, ButtonMenu, and SelectMenu
- Mostly the creation and destruction of elements in the dom, or the movement thereof, was performance ungood++
- ToolTip and SelectMenu now have a single shared DOM element (one for tooltips, one for select menus) that gets cleaned and re-used on open
- This means select menu options are no longer static after instantiation, which is useful
- ButtonMenu menus are not re-used but they are not removed from the DOM once instantiated and they stay at the body level always (so no more moving it from inside the