LukeWH activity https://gitlab.com/Lukewh 2025-10-06T14:22:21Z tag:gitlab.com,2025-10-06:4685365830 LukeWH left project The Project Red Team / FVTT Cyberpunk RED - Core 2025-10-06T14:22:21Z Lukewh LukeWH tag:gitlab.com,2024-07-31:3540023274 LukeWH deleted project branch lukewh/netarch-items at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-31T15:01:21Z Lukewh LukeWH

LukeWH (0fd2cd64) at 31 Jul 15:01

tag:gitlab.com,2024-07-31:3539683435 LukeWH pushed to project branch lukewh/netarch-items at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-31T13:18:32Z Lukewh LukeWH

LukeWH (0fd2cd64) at 31 Jul 13:18

add net archs to mook sheet, remove use of cprBrandedName

tag:gitlab.com,2024-07-26:3528963941 LukeWH deleted project branch 1022-netarch-items-are-not-displayed-on-character-sheets at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-26T10:29:37Z Lukewh LukeWH

LukeWH (92f87d76) at 26 Jul 10:29

tag:gitlab.com,2024-07-26:3528939884 LukeWH pushed to project branch lukewh/netarch-items at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-26T10:20:42Z Lukewh LukeWH

LukeWH (37d4cea2) at 26 Jul 10:20

Update CHANGELOG.md

tag:gitlab.com,2024-07-26:3528933471 LukeWH opened merge request !1298: Display Net Architectures in Character's gear tab at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-26T10:18:22Z Lukewh LukeWH

Intent

To show custom Net Architectures in Characters Gear list


  • This is meant for a hotfix
  • This is meant for the next release (see milestone)
  • This needs more reviewers than normal; there may be controversy or high complexity
  • This intentionally introduces regressions that will be addressed later
  • There is/will be documentation changes on the wiki
  • Please do not send commits here without coordinating closely with the owner
  • This is a Build System change

Steps to Test

  1. Create new custom net architecture item
  2. Open a character sheet
  3. Drag the item onto the character sheet
  4. See the net architecture appended to the bottom of the gear list under "Net Architecture"

Future Work

Possibly hide the Net Architecture category until a Net Architecture is on a character sheet to keep things clean.

Additional Notes

tag:gitlab.com,2024-07-26:3528907767 LukeWH pushed new project branch 1022-netarch-items-are-not-displayed-on-character-sheets at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-26T10:09:24Z Lukewh LukeWH

LukeWH (92f87d76) at 26 Jul 10:09

tag:gitlab.com,2024-07-26:3528907091 LukeWH pushed new project branch lukewh/netarch-items at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-26T10:09:09Z Lukewh LukeWH

LukeWH (213cbe37) at 26 Jul 10:09

Display Net Architectures in Character's gear tab

... and 64 more commits

tag:gitlab.com,2024-07-11:3493492725 LukeWH deleted project branch lukewh/dupilcate-effect-bonuses at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-11T15:49:13Z Lukewh LukeWH

LukeWH (f62949c8) at 11 Jul 15:49

tag:gitlab.com,2024-07-11:3493492468 LukeWH pushed to project branch jalenml/FVTT-v12-updates at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-11T15:49:09Z Lukewh LukeWH

LukeWH (f62949c8) at 11 Jul 15:49

fix: only add autofire attackRollBonus if it's not alreay active

... and 2 more commits

tag:gitlab.com,2024-07-11:3493492451 LukeWH accepted merge request !1294: Fix duplicate effect bonuses being applied to attacks at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-11T15:49:09Z Lukewh LukeWH

Intent

Prevent duplicate bonuses being applied and displayed to the user, also deduping all modifications on roll, based on the mods ID.


  • This is meant for a hotfix
  • This is meant for the next release (see milestone)
  • This needs more reviewers than normal; there may be controversy or high complexity
  • This intentionally introduces regressions that will be addressed later
  • There is/will be documentation changes on the wiki
  • Please do not send commits here without coordinating closely with the owner
  • This is a Build System change

Steps to Test

Follow the steps as described in #1017:

  1. Create Active Effect with Autofire skill bonus (provided below).
  2. Equip weapon and roll an Autofire attack.
  3. Observe the duplication of the Active Effect Bonus by hovering the mouse over the Total Mods: bonus in the attack roll dialogue window (images provided below)

Future Work

Currently there are two paths, one for collecting mods for the actual roll, and another for initial calculation to break down the mods to display to the user. These should probably use the same code path to avoid deviating logic. I could have added checks to each part of CPRMod.getSituationalRollMods() but this seemed like a lot of extra code and this method is big, complex, and scary already.

Additional Notes

[Type text here]

tag:gitlab.com,2024-07-01:3466376870 LukeWH commented on merge request !1294 at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-01T08:31:11Z Lukewh LukeWH

I've updated the code considering what you've said. As it's the only one that's duplicated deduping all mods seems overkill from a performance perspective using either reduce or map so I've refactored to do a more basic check to the second instance that the autofire mod is added with a big old comment above to explain.

tag:gitlab.com,2024-07-01:3466373131 LukeWH pushed to project branch lukewh/dupilcate-effect-bonuses at The Project Red Team / FVTT Cyberpunk RED - Core 2024-07-01T08:29:53Z Lukewh LukeWH

LukeWH (74957a31) at 01 Jul 08:29

fix: only add autofire attackRollBonus if it's not alreay active

tag:gitlab.com,2024-06-27:3460276077 LukeWH approved merge request !1288: Add CSS theme support for Monks Active Tile Triggers at The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-27T15:12:42Z Lukewh LukeWH

Intent

Fixes some theming issue when using Dark Mode and the MATT module.


  • This is meant for a hotfix
  • This is meant for the next release (see milestone)
  • This needs more reviewers than normal; there may be controversy or high complexity
  • This intentionally introduces regressions that will be addressed later
  • There is/will be documentation changes on the wiki
  • Please do not send commits here without coordinating closely with the owner
  • This is a Build System change

Steps to Test

  1. Checkout / Build / Load
  2. Install/Activate Monk's Active Tile Triggers Module
  3. Enable Dark Mode theme
  4. Add a Tile to a Scene
  5. Edit Tile
  6. Switch to Triggers tab
  7. Edit things and make sure things remain readable
tag:gitlab.com,2024-06-27:3460064099 LukeWH pushed to project branch lukewh/dupilcate-effect-bonuses at The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-27T14:13:16Z Lukewh LukeWH

LukeWH (fd5e48c3) at 27 Jun 14:13

fix: update changelog

tag:gitlab.com,2024-06-27:3459990280 LukeWH opened merge request !1294: Fix duplicate effect bonuses being applied to attacks at The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-27T13:52:02Z Lukewh LukeWH

Intent

Prevent duplicate bonuses being applied and displayed to the user, also deduping all modifications on roll, based on the mods ID.


  • This is meant for a hotfix
  • This is meant for the next release (see milestone)
  • This needs more reviewers than normal; there may be controversy or high complexity
  • This intentionally introduces regressions that will be addressed later
  • There is/will be documentation changes on the wiki
  • Please do not send commits here without coordinating closely with the owner
  • This is a Build System change

Steps to Test

Follow the steps as described in #1017:

  1. Create Active Effect with Autofire skill bonus (provided below).
  2. Equip weapon and roll an Autofire attack.
  3. Observe the duplication of the Active Effect Bonus by hovering the mouse over the Total Mods: bonus in the attack roll dialogue window (images provided below)

Future Work

Currently there are two paths, one for collecting mods for the actual roll, and another for initial calculation to break down the mods to display to the user. These should probably use the same code path to avoid deviating logic. I could have added checks to each part of CPRMod.getSituationalRollMods() but this seemed like a lot of extra code and this method is big, complex, and scary already.

Additional Notes

[Type text here]

tag:gitlab.com,2024-06-27:3459937199 LukeWH pushed new project branch lukewh/dupilcate-effect-bonuses at The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-27T13:38:11Z Lukewh LukeWH

LukeWH (6a4798e3) at 27 Jun 13:38

fix: duplicate effect bonuses being applied to attacks

... and 122 more commits

tag:gitlab.com,2024-06-27:3459258221 LukeWH commented on issue #1017 at The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-27T10:04:05Z Lukewh LukeWH

I've confirmed this bug, going to take a look

tag:gitlab.com,2024-06-21:3446883457 LukeWH joined project The Project Red Team / FVTT Cyberpunk RED - Core 2024-06-21T15:46:29Z Lukewh LukeWH tag:gitlab.com,2022-05-27:1910960548 LukeWH pushed to project branch master at LukeWH / olaris-snap 2022-05-27T14:37:08Z Lukewh LukeWH

LukeWH (bc28e052) at 27 May 14:37

Snapcraft.yaml for auto-build