Just wanted to back this up. I observed similar behavior. Everything was working fine on my map, then I noticed some tokens had a fixed field of view, even though that option was turned off and their values were 0. It was the exact same field of view for all tokens exhibiting this behavior. I turned field of view on for one token, and fiddled with the value. It didn't behave correctly, but all the field of views changed to correspond to that token. I eventually deleted all those tokens, but I've noticed if I copy and paste tokens with vision turned on, they will sometimes paste with the same fixed field of view present. Edit: My tokens had the exact same field of view Mido shows in the screenshot. Mido said: What you were trying to do: I started the game, my players connected. They started to move their tokens around and noticed somesthing funny about their vision. What happened: (Screen shots are useful here!) It appears that after the last session an update destroyed my map. As you can see, the token further north has 360° vision. The other one only has ~80°. The same token pulled from the journel onto a completly new map. Steps to Reproduce: I just loaded an existing map with multiple tokens and different UDL options Browser & OS info: FireFox on Win10 Is WebGL supported by your browser? Please visit <a href="https://webglreport.com/" rel="nofollow">https://webglreport.com/</a> and copy/paste the WebGL1 report from there. Platform:
Win32
Browser User Agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0
Context Name:
webgl
GL Version:
WebGL 1.0
Shading Language Version:
WebGL GLSL ES 1.0
Vendor:
Mozilla
Renderer:
Mozilla
Unmasked Vendor:
Google Inc.
Unmasked Renderer:
ANGLE (NVIDIA GeForce RTX 2070 Direct3D11 vs_5_0 ps_5_0)
Antialiasing:
Available
ANGLE:
Yes, D3D9
Major Performance Caveat:
No
Vertex Shader
Max Vertex Attributes:
16
Max Vertex Uniform Vectors:
4095
Max Vertex Texture Image Units:
16
Max Varying Vectors:
30
Best float precision:
[-2 127 , 2 127 ] (23)
Transform Feedback
Coming in WebGL 2
Rasterizer
Aliased Line Width Range:
[1, 1]
Aliased Point Size Range:
[1, 1024]
Fragment Shader
Max Fragment Uniform Vectors:
1024
Max Texture Image Units:
16
float/int precision:
highp/highp
Best float precision:
[-2 127 , 2 127 ] (23)
Framebuffer
Max Color Buffers:
8
RGBA Bits:
[8, 8, 8, 8]
Depth / Stencil Bits:
[24, 8]
Max Render Buffer Size:
16384
Max Viewport Dimensions:
[32767, 32767]
Textures
Max Texture Size:
16384
Max Cube Map Texture Size:
16384
Max Combined Texture Image Units:
32
Max Anisotropy:
16
Uniform Buffers
Coming in WebGL 2
Supported Extensions:
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_color_buffer_half_float
EXT_float_blend
EXT_frag_depth
EXT_shader_texture_lod
EXT_sRGB
EXT_texture_compression_bptc
EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_color_buffer_float
WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context Game Link: (The URL when you're looking at your Game Details page) <a href="https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver" rel="nofollow">https://app.roll20.net/campaigns/details/7389932/lost-mines-of-phandelver</a> Game Settings Was anything changed from default? Nothing concerning DL. Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? Yes to Explorer Mode. Were you using Daylight Mode or not? No Daylight Mode is off. Token Settings What kinds of light and vision were utilized on tokens? (bright light, low light, night vision, regular vision) Multiple. Two with 60ft darkvision, one with 60ft darkvision and emitting 30 ft bright and 30ft dim light, and lastly one with only vision. Edit: On an additional note, since last time i tried using roll 20 the performance has gone to hell. I have so many stutters and lags on on every map I tested.