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Development Discussion
Nick Coffin, PI edited this page Apr 22, 2025
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Create pages under this top-level page for discussion of various development issues.
- Everyone who works on GGA needs to pick up Bug issues for the current release. If you want to contribute, start with resolving a bug first, and then add new features.
- No one should have a branch that is not merged into the current dev branch every day of active development. Changes have to be made in small, standalone, and logically consistent steps such that on each commit, the whole platform continues to work even if your are in the "middle" of a big refactor.
- Unit tests can be run via
npm run tddornpm run test. I would prefer you install the Node TDD extension and configure it to run on every file save. Never push code to the dev branch if any unit test is failing, or they can't run for any reasson. - All changes should be submitted as a PR and reviewed by either Chris (Nose) or Jeff (Nick Coffin, PI).
- Use this wiki page for development discussions, especially about refactoring or new features. Add a new subpage below this one for each discussion.
- Home
- User Guide
- Getting Started
- Modifiers and the Modifier Bucket
- Combat Tracker
- Foundry Items
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Cool Macros
- Alternate Form
- Bad Footing Active Effect
- Clear All Active Effects
- Create and Toggle Active Effect
- Fireball Damage
- Invisibility
- Last Targeted Roll demo and margin of success
- Major Healing
- Manual Damage
- Mass Fright Check
- Melee Spell Strike Handler Template
- Missile Spell Handler Template
- Multiple Quick Contests
- Multiple Token Manoeuvre Setting
- Open/Close Helmet Visor
- Quick Combat
- Quick-Draw and Shoot
- Roll Attack and Critical Hit
- Roll Table Dialogue
- Scale Lighting
- Spell Damage
- Toggle Reeling or Exhausted
- Advanced Features
- Useful OTFs
- User Recommended Modules
- Animation Libraries