Terminal v3.0


Terminal Version 3 Release

This is mainly a migration update. Not the most flashy changes. Also, I am no longer providing updates for Foundry version 10-11. Terminal v3+ will be only be available on version 12 and above

Terminal has been fully migrated to Application V2. I’ve bundled this with a migration over to UUIDs. Both of these migrations required extensive code changes. While there is little to no visual reward for this, what it does offer is still useful.

Application V1 and the IDs of old (which are now UUIDs) will eventually be deprecated. Foundry devs move fast and if I don’t keep pace with them this project will eventually die out. This version 3 will ensure that Terminal will survive for years to come without any major work required on my part.

Another benefit of switching over to UUIDs is that they allow a few features to work cross-scene. Namely doors and Secure Shell. Since the scene data is included in their identifier, it becomes trivial to allow for opening doors on another scene. Same goes for altering doors, in this update, you can easily lock/unlock a door on a separate scene.

Lastly there are a number of people who open Terminals using macros. This is only going to get more common with the addition of Regions. Now since Terminals are opened with a UUID, you can open Terminals from another scene and not run into issues.

Code Cleanup

5732 Lines of Code -> 4723 Lines of Code Since I’ve removed several V11 and V10 code, the project has actually gotten smaller. I was able to reduce the code base by 18% while still adding a new Rename feature. Speaking of…

Rename Feature

In this update you will be able to rename select buttons and the title for the Terminal. A very helpful feature to help distinguish between doors. You can now label a door as “Generator Door” or “Hangar Door” to give players a hint as to what their results to expect.

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Quality of Life Features

There have been a couple really useful quality of life features added in this update. Lights and Door buttons will now provide different ASCII art based on their new state.

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View Buttons

There are new buttons to help identify doors and Secure Shell tiles. Clicking on the eye icon will show you where this placeable is located in the scene.

Internal Stuff

I used to do a very hacky method of scripting inside my Handlebars template for the main application. This has the horrible consequence of not giving you a line number or proper error message when something goes wrong. I’ve since moved all of that code into an actual JavaScript file and kept all Handlebars file very simple. This has already saved me lots of time in debugging, since I get a detailed error message and line number now.

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