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foundryvtt-v10-research
devmode-issues
@arcanist figured out, the flex layout elements have
pointer-events: none
, so anything injected will need to specifically pointer-event: unset
or normal
or w/e to re-enable thatThat makes sense.
So far I know of: Button not clickable (thanks @arcanist )
and Ids not injecting in the sidebar (thanks @zeel )
and Ids not injecting in the sidebar (thanks @zeel )
@Calego gave
LeaguePoints™ to @arcanist (#9 • 204) and @zeel (#2 • 604)

guessing the sidebar refactor changed a hook signature or the like
Not really lol
Core shouldn't do this sort of breaking change without putting it somewhere...
Core shouldn't do this sort of breaking change without putting it somewhere...
it's a prototype build...
It should have been mentioned, but it probably is nessesary for the flex layout.
we can suggest they do
foo > * pointer-events: normal
or something thoughOtherwise you couldn't interact with the canvas.
Yeah
Yes
That's a good option.
that's what these builds are for 🙂
i'll play around when I'm fxing devmode and submit that as feedback
I have a suggestion for DevMode. Could you add this CSS: https://discord.com/channels/170995199584108546/872553681449537666/888840302335516722
It's mostly developers who are having DevTools open after all
I'm not super interested in making layout changes with devmode (which this would be).
My reasoning is largely: The more things devMode touches, the more likely it is to create an unexpected behavior between when it is present in a world and when it isn't.
Layout (apart from what I hope is a largely risk-less addition of a button, and an optional addition of a button to sidebar entities) is somewhere that could quickly go and cause bugs to appear when devmode is turned off.
Layout (apart from what I hope is a largely risk-less addition of a button, and an optional addition of a button to sidebar entities) is somewhere that could quickly go and cause bugs to appear when devmode is turned off.