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First Contact - Third Wave - Chapter 366

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USER NAME>Da'amo'o_The_Magician
PASSWORD (Never share you password. Neb-Steam Customer Service Will NEVER ask you for your password): [email protected]$$w0rd
Welcome, Da'amo'o the Magician. You have 14 new messages and one Urgent Message.
View Normal Messages?
View Urgent Message?
TO: Great Most High of Planetary Maintenance Da'amo'o
Your submitted game "Terran Maintenance Attack Simulator" has been reviewed by our Quality and Standards Team as well as undergone our six day playtest system. Your recent patch 0.4.1.A2.a (Food Dispenser Update) was received and applied.
We are proud to announce to you that your game, "Terran Maintenance Attack Simulator" has been approved for sale on Nebula-Steam as part of the Starlight Program, which seeks to amplify the reach of indie developers such as yourself.
Simply go to your Developer's Page and follow the instructions. Remember to upload both your 2D and 3DVR game cover art as well as double-check your splash-page stinger for translation errors.
At this time, you are approved for Early Access Release, Alpha Test Release, Beta Test Release, or Full Release.
Additional options are available to you for release of your media as well as advertising your media.
Once again, we here at Nebula-Steam would like to welcome you to our Starlight Program and we look forward to working with you.
--The Digitally Simulated Brain of Gabe Newell, Nebula-Steam LLC
Would you like to see your Developers Page and Tools?
Great Most High of Planetary Maintenance Da'amo'o galloped around the relaxation lawn behind the Planetary Maintenance Facility, feeling his chest swell with an unidentified emotion. He knew that upstairs, on his computer, files were being uploaded to Nebula-Steam, rolling out the Early-Access Release of what had started as a mere way of passing the time.
Neo-sapients stared at him as he galloped around, but merely smiled to one another. Da'amo'o was known to be a bit eccentric for a Lanaktallan, but he authorized plenty of overtime, divided up maintenance across the planet into zones where one had to travel very little to reach a work order, and had even broken open the stores and allowed neo-sapients to use government vehicles rather than take public transportation to job sites.
Why, he had even authorized uniforms that displayed that a neo-sapient worked for Planetary Maintenance, complete with badges of ranks and coloration that displayed what part of Maintenance they worked for.
One of the Savashan sitting on a bench eating a sandwich (with actual RealMeatTM in it) had been accosted by LawSec two weeks ago. Most High Da'amo'o had arrived personally to release him from the jail cell, took back the tools, chastised the LawSec Commander, and then, weirdly enough, when heating failed to all of the LawSec Officer's offices, had put the repairs on low priority.
As far as that Savashan was concerned, if Da'amo'o wanted to run in circles wearing a purple paper hat and blowing a musical instrument, the Savashan would defend Da'amo'o's right to do so.
Da'amo'o himself was sweating and blowing heavy, his heart still full of something he couldn't describe, as he leaned into the corner he was running around. He couldn't believe it, it was too incredible, too outlandish.
He had logged into his "Developer Options" page on Nebula Steam and carefully read through the contract. It was mind-boggling. It was outrageous.
He retained full control of his program. All rights to it.
Nebula-Steam would host it on their servers, even offered the option for hosting of multi-player servers, and only asked for FORTY PERCENT! of the take. It was outrageous.
Then, he had discovered he could release different versions as long as they were functionally different. He had spent nearly a week coding heavily, allowing the VI 'supervisors' to handle the basic maintenance, and had come up with multiple versions of his game.
Why, he'd be getting six credits out of ten! He had set the price of one hundred twenty credits for the full version, sixty credits for the limited version, eighty credits for the multiplayer, forty-credits for the "Food Dispenser Panic!" DLC (what a wonderful concept. Downloadable content that could just be patched into the game, changing the game, updating it, without having to completely redo it! Just the thought of such a remarkable idea made Da'amo'o quiver with excitement), and the five ten-credit "World Map Packs" and the "City Procedural Generation Software" that was available as a free download to anyone who owned the 'Executor Freakout' version. Then there was the "Building Artpack" for various planets and species, even including a special building relevant to each species, for only five credits, that came bundled in the "Executor Freakout" version. Not to mention the Demo that would unlock into the limited version if a neo-sapient put in their worker ID number.
He had, at first, ensured the settings were put right so that his implant would be pinged for each sale. In the beginning, there was only a handful of pings the first few hours. Then more. Then even more. Until his implant couldn't keep up.
He was terrified to look into his Nebula-Steam wallet.
There was a shimmering in the air and he slowed down, coming to a stop and panting. He tapped the shimmer and a VR representation of a door appeared.
The Pink Panty Fairy stepped through, wearing her new outfit that he'd carefully designed for her. It was modeled after Terran "power suits'. Not the combat kind, no, the kind that projected authority and dominance, consisting of a pair of shined high heeled boots, slacks with creases on the front of the legs, and an official looking torso covering with long sleeves and cufflinks. She wore a pink sash that displayed that she was Da'amo'o's personal assistant and operated with his full authority.
Da'amo'o had carefully gone over Terran images of powerful females and what they wore. He had agonized over current fashions, dressing properly for various jobs, and other media.
He had eventually settled on a modification of the Space Force female Terran uniform, complete with sash.
"You made Gold, Da'amo'o, baby," she said, her glittering iridescent wings twitching. "Ten million sales in the last two hours."
Da'amo'o shuffled nervously.
"Even your map packs, the DLC, and the Executor Freakout versions are firmly in the Gold status," she said. She lifted up a clipboard and looked at it. "At current projections, you should hit Platinum within a week. Returns are less than two percent. Your rating is 'Oustandingly Positive' and average customer engagement on first playthrough is three hours."
Da'amo'o nodded, reaching into his pouch and pulling out a wad of carefully harvested expensive cud. He jammed it in his mouth and slowly began chewing it, thinking. He had been thinking of adding a "Work Crew Supervisor Expansion Pack" where a being could take on the role of a supervisor and move through a procedurally generated building to watch over the neo-sapients as they worked.
If the game was doing that well, he might have to adapt the old public domain software that generated dungeons that he had found on a code repository site. Combining it with the shopping trip simulator software that he had found abandoned might work...
"Currently, using proxy servers to upload the game mean that the majority of purchasers and interested parties think that the game was developed and uploaded from Hesstla, which still has a high Lanaktallan population despite being nominally under Terran control," she said. She lowered the clipboard and it vanished.
"So, Da'amo'o, baby, what's your plan now?" the Pink Secretary asked.
Da'amo'o trotted toward the door that would lead to the elevator that would take him to his office. "What's my schedule look like?"
The Pink Secretary looked at another clipboard. "Clear for the next two days. That's when you have scheduled an inspection of the worker's maintenance vehicles."
Da'a'mo'o nodded. That gave him an idea. "Maintenance Street Racing" where the players could race bulky, unresponsive cargo vehicles and tool vans through city streets to a job, competing with other maintenance teams to reach the contract and clock in first.
He quickly mentally jotted a note and passed it to his datalink to pass it to his console.
Perhaps have the wild card where overpowered flaming Terran vehicles attempt to run the maintenance crew vehicle off the road? he thought.
"How is the reference gathering for Project Blah Bleh Blah going?" he asked her.
She consulted a datapad. "Not well. Mostly we've had to use police sketches and mockups as well as video taken from Gal-Net."
Damnation and tarnation, as a Treana'ad cattle rustler would say, Da'amo'o thought to himself. He had ridden home in a limousine one foggy night, staring out the window, and had gotten the idea to create an entertainment game completely based on fiction, starring the Night Terran.
But he was having a hard time gathering concrete data on the elusive figure.
"You asked me to remind you about tonight, baby," the Pink Secretary said.
"The motion capture actors," Da'amo'o stated. He stopped and waited for the elevator.
The neo-sapients and a few female Lanaktallan were supposed to arrive at his domicile for dinner and then motion capture. He was planning on rewarding them handsomely.
Credits bought more cooperation than his rank, and he had learned to appreciate it.
In the elevator he brought up data on his retinal link, examining it. Most of what he wanted was available on the public domain software repositories. He'd gained an eye for being able to determine if the software might be usable. If it contained extensive documentation, it would be easily usable.
If it did not, there might be hidden gems within in, but by and large, the programmer would have been deceased for tens of thousands of years.
An idea for another entertainment simulation bubbled up in his mind and he clapped his lower hands together excitedly even as he made notes on his datalink.
True, most of his ideas would prove to be unworkable or not as exciting as he had thought at the time, but for every score that had be discarded one would provide the kernel of a great idea.
The door opened and he trotted down the hallway. Opening the door to his office he nodded at the Ikeeki receptionist, who professionally ignored him as she applied dye to the very tips of her pinfeathers with a small brush. She was wearing the finest clothing, her plumage was lush and lavish, and her jewelry sparkled in the light of the office.
Just her appearance had been enough to put many complaining Lanaktallan in their place. The fact that she was so pampered and lavished upon told all Lanaktallan that she was more valued by Great Most High of Planetary Maintenance Da'amo'o then they ever possibly would be.
He sat down in his comfortable chair and waited for the backrest and armrests to rotate into position. He checked his real maintenance program, not his entertainment one, and authorized overtime, dispatched work crews, and scheduled time off for his crews.
Once he had spent two hours working, he had a break and leaned back in his chair, slowly chewing the expensive cud.
He had an idea.
Logging back onto Nebula-Steam, he perused the Terran Confederacy stores, using a proxy server to pretend he was logging in from one of the Confederacy controlled worlds.
He knew he had seen it briefly. Now he was sure.
He said the word slowly, savoring it.
Checking one of the most popular games, he then ran a search to see who was playing the game that had at least twenty hours into it. It was a popular game, a magical primitivism simulation where a user could fight fantastic creatures, romance attractive and unattractive beings, explore ruins and wilderness while wielding steel weapons or magic.
There it was.
Pinned Achievements.
He examined it closely. Terrans prized the most difficult achievements. Some achievements had been acquired by less than 0.0001% of those with at least 10 hours in the game. Such achievements as "I Tawt I Saw a Puddy-Tat" for fighting a giant saber-toothed cat with only a flint knife in a blizzard during the full moon while only wearing wolf-skin armor and a hat made from yellow bird feathers. Or the achievement "Chrome Lips Sink Ships" for any Battleship Gunner's Mate rating five or higher who killed at least one enemy vessel as their own ship was being destroyed and choosing to respawn in the ship's clone bank and return to their station even as the ship broke up.
Da'amo'o checked his schedule. He still had six hours he had to be at his desk. He checked the work program. The only thing that needed his attention was a Wandering Terran had set plants ablaze in a park in eVR enhanced reality and the maintenance team needed a Level III Exorcism team. He authorized it and closed the program.
What if I could make it a status symbol? he thought. Sashes proclaimed various ranks and awards, but if one had a retinal link, like any proper gamer (R-Link Lyfe Yo!) , then a being's 'gamer tag' as well as their Nebula-Steam Rank appeared in your vision when you looked at another gamer who was broadcasting his ID.
By nightfall, he realized he'd been in his office till almost dinner. He rushed home, hosted the fancy dinner, then used his motion capture equipment to record various beings doing mundane tasks, right down to washing dishes by hand. He paid everyone, then galloped down the hallway to a solid battlesteel door.
He quivered with excitement when his Gal-Net link cut off. The electronic warfare system he had managed to get transferred to him via a long looping shipping circuit kept anyone from accessing what was beyond the door from outside.
The door cracked open, white light appearing. He quivered with excitement. He had taken the visuals from exciting Terran games and he had to admit, it was psychologically powerful.
He trotted into what was beyond. What had been a wine cellar had been built, off the books, by heavily bribed neo-sapient work crews that he had paid in cred-sticks, promotions, and prestigious employment locations.
His programming lab.
Full eVI assist. Enhanced Virtual Reality.
He had modeled it after Vehicle Repairbeing v823 that he had managed to get onto his account.
He rubbed his hands together as he activated his assistants.
The girls from that wonderfully subversive program appeared, all working hard, with the exception of the red-head, who sat in the corner reading a magazine and smoking a cigarette, giving him a haughty look as she smoothed her black and red plaid skirt with one hand.
He worked far into the night, going to bed only after the Pink Programming Assistant Fairy woke him up for the third time.
Still, success.
He had done it.
He, Great Most High of Planetary Maintenance Da'amo'o, had managed to complete the impossible!
When he trotted into work the next day, everyone could see scrolling on his sash the fact that he had platinum Nebula-Steam achievement awards, that his sash edging wasn't a straight line but was, instead, a flickering violet and pink flame pattern.
Da'amo'o could feel the envy of his lessers as they gazed in awe at the achievements displayed on his sash.
Any being could get attendance and good parking awards for their sash.
When he finished the morning's required maintenance he leaned back in his chair and pressed the eVR button.
The Pink Secretary Fairy appeared, holding a clipboard.
"How's it hanging, Da'amo'o, baby?" she asked, smiling.
"You tell me, dear one," Da'amo'o replied.
She looked at her clipboard. "The Retinal Link Nebula-Steam Account Interlink has gone platinum. The Sash link is the same," she smiled widely. "Nebula-Steam approved your proposal that only icons that match your specifications can be used as a basis for the award displays."
Da'amo'o rubbed his hands together. "And how many software entertainment organizations have purchased the icon and software packages I offered them?"
"All of them, Da'armo'o, baby," she replied.
"Excellent," Da'amo'o said.
"Already Dewie, Cheatum, and Howe have successfully defended your proprietary programming and styles," she said. She consulted her datapad. "They have been paid in full for their services and put on retainer."
"Excellent," Da'amo'o said. He thought for a long moment, swinging around to stare out the window. "I need another assistant, someone to assist me in this job to free me for my true passion."
The Pink Secretary Fairy frowned slightly. "Which is?"
Da'amo'o motioned with all four hands out the window. "To make work into something enjoyable. To use VR and Gal-Net to provide a sense of accomplishment that seems to have been stripped from real life."
He rubbed his hands together.
"To give everyone a sense of achievement."
Forty-Second Assistant Most High of Food Processors Ga'ame'er clopped into the lunch room of the massive building that housed licensing. He adjusted his sash and ensured his retinal link ID header was on as he crossed the room to the line waiting to order lunch.
He realized that in front of him was a Lanaktallan who had their gamertag, Nebula-Steam score, and achievements displayed on their expensive and fashionable sash as well as over their head.
The Lanaktallan, who's sash proclaimed him a twelfth Most High, had only silver achievements.
Ga'ame'er reached forward and tapped the other Lanaktallan on the side. The Lanaktallan turned, frowning, looking a Ga'ame'er.
"Move, lowly one," Ga'ame'er said, reaching up and tapping his sash.
The Twelfth Most High of Traffic Supervision Pehza'ahnt started to lift his lip and then saw the top ranking achievement far outstripped anything he had accomplished.
Feeling shame before one of his peers, he moved out of the way, letting Ga'ame'er take his place.
Pehza'ahnt ground his cud and promised himself that he would grind extra-hard that night. That achievement flaunted by Ga'ame'er would be his.
Oh yes, oh yes it would be.
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submitted by Ralts_Bloodthorne to HFY


Foundry VTT 0.7.5 RELEASE

Welcome adventurers, to Foundry Virtual Tabletop release version 0.7.5, the first stable release in the long-awaited 0.7 series of updates. This represents a major update to Foundry Virtual Tabletop, encompassing five months of development and over 500 individual features, changes, bug fixes.
There are two important things that you need to know before updating, so please read this carefully.
WARNING: An unfortunate sacrifice required by the refactoring of dynamic lighting, vision, and fog of war is that your fog of war exploration progress will be reset. For those of you who rely upon fog exploration to track exploration of very large wilderness or mega-dungeon maps, please be sure to take a screenshot or other form of backup for your current fog of war exploration before updating so that you can reconstruct your exploration progress after the update.
WARNING: Version 0.7.5 is labeled as a stable release, but it includes a tremendous number of new features. Some game systems and modules have not yet been updated with compatibility for this new version. You may wish to verify the status of systems and modules that you depend on prior to updating. As always (but especially for a major update like this one) please back up your game data before applying this update.
This section describes the major highlights of the 0.7.x series, all of which are included in the 0.7.5 release.

Lighting, Vision, and Fog of War

  • The dynamic lighting system has been redesigned with a modern, beautiful, and high performance ambient lighting built using native WebGL shaders.
  • Launched a suite of built-in light source animations ranging from a classic torch to sci-fi energy domes with 13 amazing animation types to choose from.
  • The interaction between lighting and the darkness level of a scene has been greatly improved to create more realistic and more beautiful day/night transitions in your maps.
  • Line of sight and vision computation has been redesigned to use a high-performance quadtree algorithm which enables an order-of-magnitude improvement in vision performance.
  • Token vision can now be animated in real-time during movement and drag operations.
  • Fog of war is now stored with a smaller texture footprint.

The Active Effects System

  • This was the major feature voted on by Patreon supporters for the 0.7.x update, and I am proud of the new Active Effects system which introduces the Active Effect entity which dynamically modifies the base data of an Actor in a variety of flexible ways.
  • The addition of the Active Effects system empowers developers to add further automation to their game systems and modules by using these tools. The base system added by the 0.7.x update does not include a system-agnostic interface, but you should expect to see individual game systems rolling out support for active effects in the (hopefully) near future.
  • To support the Active Effects system, a centralized game clock and time management API has been added to provide an underlying framework for duration-based effects and other time management tools.
  • Token status effects have been greatly upgraded to use the new Active Effects system and integrate more seamlessly with Actor conditions and the Combat Tracker.

Other Highlights

  • Added an expansive built-in library of over 3500 icon images for commodities, containers, environment, equipment, sundries, tools, and weapon assets as standardized 256px webp files.
  • Foundry Virtual Tabletop has a new logo!
  • The dice rolling API has been redesigned to be more easily extensible for module and system developers including several new dice modifiers and dice types.
  • Added more flexible sorting modes for folders and sidebar directory organization.
  • Visual improvements which add support for smarter anti-aliasing at different canvas zoom levels.
  • Scene configuration is now more flexible with the ability to customize the amount of padding around the Scene canvas.
  • Improved convenience features for text chat including replies, shortcut whispers, toggling visibility of messages, and the ability to pop-out chat cards to a separate floating window.
  • New content management options like bulk import from Compendium, bulk export to Compendium, and bulk permission configuration of content.
  • Extensive stability and performance improvements for both the server-side and client-side of the application.
  • Extensive documentation and localization improvement to make the software more accessible for more people.

Complete Update Notes

The 0.7.5 update incorporates and includes all of the changes documented in updates 0.7.0 through 0.7.5. You can read the full update notes for each individual release in the 0.7.x series using the following links:
  1. https://foundryvtt.com/releases/0.7.0
  2. https://foundryvtt.com/releases/0.7.1
  3. https://foundryvtt.com/releases/0.7.2
  4. https://foundryvtt.com/releases/0.7.3
  5. https://foundryvtt.com/releases/0.7.4

New Features

The following sections describe new features that were added specifically in version 0.7.5.

Lighting and Fog of War

  • Added support for a new "Energy Field" light source animation, bringing the total animations to 13.
  • Animated light sources of the same effect now have a randomized time offset in order to ensure that different lights of the same animation type appear different in their animation, rather than being constantly in sync.
  • The default coloration shader has been improved and now provides more fine-grained control over color blending between multiple coloration sources, and aid situations where adding a light source to a white map would become too bright.
  • Reworked the layering of illumination and coloration in order to draw coloration after illumination, instead of before - this allows the darkness level of the scene to be applied before additive light source coloration - for an overall improvement to the appearance for both dark and brightly coloured maps.
  • The Torch animation has been improved to provide a more natural flicker effect, making it appear more realistic.
  • Coloration for Darkness Sources (negative Ambient Lights) has been refactored, and now suppress other colors from being added above the illumination layer.
  • Token vision changes during a keyboard movement are now smoothly animated if the if the Animate Vision setting is enabled.

UX and UI Improvements

  • It's now possible to edit the configuration for one or more Ambient Light sources at the same time.
  • A notification will now be displayed for GM Accounts when "show players" is clicked on an entity sheet, to make it clear that the entity has been shown to players.
  • Door control icons they will now darken slightly to make it more clear they are being hovered over.
  • The UI control to collapse the players list has been moved from AV camera frames to be a generalized tool as part of the Players UI. When collapsed other elements like the Macro bar and camera frames should now re-position to be flush-left.
  • Improved the UI of the Resources tab on the Token Configuration window, it now uses numeric inputs with form-field div containers.
  • The grid alignment tool now hides all canvas layers except for the background and the grid, to make establishing the correct sizing easier.
  • Removed the 'update' button from Add-on Modules or Game Systems which do not define a manifest URL from which an update can be obtained.
  • Modules which do not have a declared manifest URL will now be skipped by the packages update check, streamlining the update process.
  • Improved the way next session time on the /join screen is displayed to show the date and time the user's local timezone with localized time formatting.
  • Renamed "Shut down world" in /join screen to "Return to setup"

Other New Features

  • The Foundry Virtual Tabletop Application for Windows is now formally code signed using an OV certificate, allowing for Windows Defender to (over time) establish confidence that Foundry Virtual Tabletop is a trustworthy application.
  • Added a "transfer" checkbox to the default configuration sheet for Active Effects to control whether the active effect transfers to the owner or not in cases where the the active effect is owned by an Item.
  • Updated Electron, Socket io, TinyMCE, and the AWS-SDK to new minor versions.

Localization Changes

  • Added missing localization options for Journal Entry header buttons.
  • Actor.typeLabels or Item.typeLabels will no longer be initialized if a package has already explicitly defined them during the init hook.

Bug Fixes

Combat and Tokens

  • Using the Assign Token button once again correctly passes data and no longer causes the Prototype Token configuration window to stop rendering.
  • Setting Token Light Emission to an invalid angle now displays a more accurate notification error message.
  • Measured movement from a Token once again works as intended, following an error that was preventing Token selection from correctly occuring.
  • Some numeric inputs on the Token configuration sheet (width/height/vision distances) need to allow decimal inputs
  • Validation of the Token Configuration window no longer incorrectly prevents changing certain values such as height and width to a decimal value.
  • Corrected an issue which caused Condition icons to require a refresh before displaying for some tokens.
  • The Combat Tracker now correctly displays the first 4 conditions present on an actor, instead of only the first.
  • An issue which caused an empty image to be added to Combatants in the combat tracker has been corrected.
  • Marking a combatant as defeated from combat tracker works as expected once again.

Lighting and Vision

  • Visual artifacts at the outer edges of lights caused by placing dim light sources close together should no longer occur, as adjustments have been made to the easing function used for coloration shaders.
  • Ambient Lights with a darkness threshold set no longer incorrectly reveal Fog of War if the Scene does not have a darkness level set.
  • Dragging a Token with a size smaller than a full grid square no longer incorrectly shifts the POV origin of the Token's sight.
  • Corrected some performance issues related to the new "Left Click to Release Objects" setting, where deselecting an object on large maps would cause significant performance decline.
  • Scaling the scene background using the Grid Configuration Tool once again correctly adjusts Fog of War and Vision.
  • Animated fog of war exploration will now occur for a user who can observe the moving token, and has no other tokens currently controlled.
  • Fix a re-appearing issue with fog of war exploration faintly being visible at the bottom of the screen due to the masking of the blur filter on the fog container.

Other Bug Fixes

  • Configuration windows for placeable objects (Drawings, Lights, Tiles, Tokens, etc.) now automatically re-render when the object they modify is updated. This means that repositioning an object while you have the configuration window open may result in losing unsaved changes.
  • Corrected a timeout issue with the Version check would cause undo delays in loading the main menu or game in cases where the main Foundry VTT website is unavailable. The affected version check now has a maximum 3 second timeout.
  • Corrected some performance issues related to the new "Left Click to Release Objects" setting, where deselecting an object on large maps would cause significant performance decline.
  • World Description no longer incorrectly pushes layout beyond boundaries in cases where the world description is long, but instead allows scrolling.
  • Saving the ActiveEffectsConfig sheet no longer throws an error and fails to save if all changes have been removed.
  • Added padding to Text Drawings for the Arial Black font to correct an issue with taller characters being cropped.
  • Corrected an edge-case issue where Door control icons would take priority over light source icons, preventing access to light configuration and control. Door control icons now only function while the user is on the Token layer.
  • Explicitly specify autocomplete="off" on the password fields of the user management interface.

Framework and API Changes

Active Effects

  • [BREAKING] When an Item that bears active effects is added to an Actor, keep the original copy of the transferred effect data on the owned item in addition to creating an ActiveEffect embedded entity on the Actor.
  • Integrate Active Effects with Token and Combat Tracker status effect icons to display the effect icon for temporary effects. Active Effects which are temporary (have a finite duration specified in turns or rounds) and have an icon image specified will automatically be displayed as token status effects.
  • Provide a convenience method, OwnedItem#transferredEffects for an Owned Item to reference any Active Effects on the owning Actor which were transferred from that Item.
  • Expand the data model for the ActiveEffect to allow it to specify a certain tint color that modifies the display of it's icon.
  • Fix issues with the addition and automatic transfer of ActiveEffects via Owned Items for synthetic Token actors.

Other API Changes

  • Allow an Active Effect to set the core.overlay boolean flag which would cause the icon added by that effect to be displayed as the overlay status on the Actor's Token.
  • Provide an ability to re-configure the form application used for Active Effect Configuration by defining the CONFIG.ActiveEffect.sheetClass property.
  • Added a validation check that the formula provided to a Roll instance must be a string to provide a clear error message in cases where the roll fails.
  • Disallow preUpdate hooks in cases where an update is made with the new noHooks boolean option set so that modules can't introduce breaking data elements into the update object.
  • Added the Token.fromActor factory method to create a Token instance from an Actor entity and additional token data.
  • No longer dispatch preCreate entity hooks for entities which are created with the temporary option set to true.

Documentation Improvements

  • Updated the website API documentation to now feature the details of the 0.7.5 API.
submitted by gerry3246 to FoundryVTT