### *** v.3.7.9 RC7 **** * Fixed issue where lights were not rendering when no fog of war regions were present. * Updated lighting to check for light bounds being off screen -- in which case it will not attempt to draw the light. * Fixed issue with token borders being drawn incorrectly (and other things as a result) in free-mode. * Fixed issue where exiting a console mode occasionally persisted the mode or entered the mode again. * Fixed Draw tools such that drawing in free mode now correctly scales door shapes. Doors are still limited to 90-degree layouts. * Fixed issue with roster not showing images for tokens on maps which have not be viewed yet. * REMOVED rotated token images in the roster -- this was an expensive process (graphically) which added only a little to the experience. * Restored token image rotation on the map view. * Disabled the on-screen notification of "Waiting for GM" between movement requests. There is still something that is taking extra time when enabling and disabling blocking that adds about 3 - 5 seconds to the experience -- which is not necessary. * Fixed various token related free-scale drawn elements on the Player side so they match the GM side. * Updated the animation loop so it only runs when the current map contains a video URL background, weather layer, or overlay. * Updated a ton of the network model to provide a faster movement experience for players and GM's. This is a big change and I expect there to be a few bugs as a result of the changes (some of which we already know about). See below for more details. * Fixed issue with lights being visible through un-revealed fog of war regions. * Added simple left click action to clear movement trails while not in combat. While in combat mode, movement trails are cleaned up after a creatures initiative is over. ** Major update news ** This release introduces the first of several network speed and communication improvements. The focus of the change this time around was on movement and lighting/visibility. A lot of the logic for visualization has been pushed from the DM to the PC. this enables a cleaner, smaller network bundle for general play as content is being built on the PC side. In addition this enabled us to add a closer to real-time movement system. When a player or Gm drags a token, the token will move on the connected players/gm's map as well. This movement includes any attached lights! Tokens can be revealed in regions where fog of war is revealed and tokens (creatures/items/markers/etc) will remain hidden where fog of war covers these items. A PC's remote movement will leave a movement track behind to allow for visualization. This track can be cleared quickly by simply left clicking anywhere on the map. Things to note as a GM. This update removes the over abundance of pushes and pulls of the full data bundle. This means that if you want to change the visuals such as hiding a token or revealing a trap, etc. you'll need to perform that action then push the change (F2 or click the broadcast button) to share the changes. Also, DO NOT FORGET that you have a PAUSE button at the top control area which can be used to pause updates to your players. This lets you stage changes, make moves and other things behind your GM screen without anyone being the wiser... well, until you unpause and unleash your creations! One last thing of note. The Game Roster on the PC side does not update to add new tokens when they are discovered on the map until after you, the GM, pushes the changes to the player. This is to prevent peeking at initiative order or giving away any clues about a creatures potential combat status until you're ready to share. While in combat, advancing the round should update the roster automatically, thus adding any newly discovered creatures to the players view while removing creatures who've fallen out the players ability to see. The changes here are vast and we expect to encounter problems which we'll iron out as fast as possible. Please test and enjoy the update, but also remember to backup your campaign before using the beta!