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[Dynamic Lighting] Irregular Cliffs and One-Way Lighting

1702496412

Edited 1702496516
Hello!  This is my first post so I hope I'm doing this correctly. The problem: When using one-sided dynamic lighting, convex/irregular shapes can cause a token's vision to pass through, but then get blocked on another segment of the same line in a way that doesn't make sense for the map's intended design.  Image below: The suggestion: Add a property to DL line objects that would allow tokens to "ignore" any part of a line after passing through a one-sided blocker of the same line the first time.  I don't have a good name for it, maybe "Ignore double-blocked vision", and I'm not sure how hard this would be to implement, but it would make handling changes in elevation using one-sided dynamic lighting a lot more intuitive. Lemme know if this makes sense or if you have any questions!
1702507539

Edited 1702507620
D G.
Pro
Would adding an Elevation box to the wall be suitable for this as well? IE Wall line at 0, another at 10 and one at -5.  0 cant see to 10, but can to -5. 10 can see 0 and -5 -5 cannot see 0 or 10 That way it can combine with Transparent, one-way, etc. However this would mean terminating one line, changing the value then reclicking at the end of the existing line for contiguous incline or decline walls. Would be that much of an issue for me, but I don't know about others.
That would mean having to apply altitudes to tokens to know what altitude they are at. Token elevation = 10 -> Token ignores any sight blockers with elevation 9 or below. That seems harder to do than the toggle I was suggesting, and it would mean having to update a token's elevation every time it starts flying or jumps down a cliff.
1705216660
Roll20 Dev Team
Pro
Marketplace Creator
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