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[BUG] sizing inaccuracies

I find that I need these four pieces of code. If I adjust a token to a size other than 1x1 unit, the width can become 140.00000000000001, or the left might be 804.999999999999 or the like. on("change:token:left", function(obj, prev) { // Clean up fractional pixels var oldValue = obj.get("left"); var newValue = Math.round(oldValue); obj.set("left", newValue); log("change:left "+oldValue+", "+newValue+", "+obj.get("left")); }); on("change:token:top", function(obj, prev) { // Clean up fractional pixels var oldValue = obj.get("top"); var newValue = Math.round(oldValue); obj.set("top", newValue); log("change:top "+oldValue+", "+newValue+", "+obj.get("top")); }); on("change:token:width", function(obj, prev) { // Clean up fractional pixels var oldValue = obj.get("width"); var newValue = Math.round(oldValue); obj.set("width", newValue); log("change:width "+oldValue+", "+newValue+", "+obj.get("width")); }); on("change:token:height", function(obj, prev) { // Clean up fractional pixels var oldValue = obj.get("height"); var newValue = Math.round(oldValue); obj.set("height", newValue); log("change:height "+oldValue+", "+newValue+", "+obj.get("height")); });
This has to do with the way that numbers are represented internally in Javascript. Is there a reason you're rounding them all off all the time? Internally having those decimals is fine by Roll20...
I makes distance calculations and other output look bad. 8) And, it makes my situational OCD kick in.