Kenneth VanderLinde
Kenneth VanderLinde
### Describe the Bug When constantly re-rendering a map (e.g., by using macros to push around a token with an equipped light source), it is possible for the cache of...
### Describe the problem Light rendering has become significantly slower in some cases in the 1.12 alpha than it was in 1.11.5. This is usually not very noticeable when doing...
### Describe the Bug After removing "D20" and "Generic" lights from the **Campaign Properties** dialog and pushing "OK", the lights are added back again and can be selected from the...
### Feature Request At the moment, map topology is "flat", i.e., any point on a map either has a given type of topology or it doesn't. This is fine for...
### Describe the problem In order to work around a bug in JTS's `ShapeReader`, we added the `ReverseShapePathIterator` that switches the order of subpaths returned by an existing `PathIterator`. Also...
### Describe the Bug Although aura definition share the same syntax as for lights, an aura with multiple ranges will always render as a single color despite the same not...
## Expected behavior The mode line should include the warning and error counts. ## Actual behavior The mode line is always "Eclim: 0/0". ## Steps to reproduce the problem 1....
### Feature Request A friend and I alternately run games, each of us hosting their own server. We also use ZeroTier to avoid networking issues, so we connect directly using...
### Describe the Problem Auras are not lights. They don't illuminate anything. Their lumens value is meaningless. They support visibility control that is not good for lights (`GM`/`OWNER`). They don't...
### Describe the problem There's a lot of things that are suboptimal about our visibility calculations. On the one hand there's a lot of noise and unnecessary complexity in the...