Comments (3)
Not really a bug, it’s just how the system behaves, adding additional masks to have it work how you are asking would not only have performance impact but also has some technical issues ok with masks on masks that are not easy to solve, if I ever find a solution I’ll consider adding it
from better-roofs.
OK so the system is treating the tile differently than others because of the way the applied mask works. I see what you're saying. I could see that definitely leading to some issues if each one in view has to calculate. Especially if in view of several roofs. Makes sense and thanks for considering it for the future if you can get a fix.
from better-roofs.
The problem is that the los does not intersect with the roof so I cannot use it as a mask. If you enable the foundry sight rays debug you’ll see what I mean
from better-roofs.
Related Issues (18)
- Mask mode only works in certain orientations. HOT 5
- Uncaught TypeError: Cannot read property '1' of undefined HOT 4
- Token visible on every level HOT 2
- Better Roofs errors on scenes that have token vision disabled HOT 4
- Roofs set to "Show Tile Through Fog" doesn't work when token ownership set to "Observer" HOT 1
- Need help with Settings or the Configuration HOT 1
- Translate French HOT 1
- Better-Roofs modes not working as expected HOT 4
- [FEATURE] Setting for opacity of hidden roof (for GM with no tokens selected) HOT 1
- Clonning atributes
- Updating Better Roofs Failed - "K is not defined" HOT 1
- Feature Request: Hide on mouseover HOT 1
- Better Roofs not loading at all HOT 3
- Mask mode intersects oddly with invisible walls and open doors HOT 1
- Fog of War revealing incorrectly HOT 8
- Full visible map + Explorable/Undetectable building with walls HOT 3
- Use `tile.tile` instead of `tile.children[0]`
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