Quality Of Life Updates

Playtest Room

  • Feedback forms can now be filled out anonymously.
  • Panning while zooming now interupts the zoom instantly to feel more snappy.

Loading and images

  • One load screen for everyone. A joining player now sees the same "Setting up the table" screen the host does, instead of a progress bar inside the join window followed by a second screen.
  • Table art loads through a single smart queue.
  • Images that fail to load are retried automatically, twice, with a short randomised wait, so a hiccup no longer leaves a broken picture on the table.
  • Card art hosted on third-party sites (Firebase, Steam, and others) is now copied into your own storage automatically: when you save a component with an outside image URL, when the API creates one, and once, in the background, for every existing project.
  • Our own image host now tells browsers they may keep an image for a week.

Cards, decks and staying in sync

  • Fixed: dragging a card off a deck and dropping it onto another deck quickly. On a solo table this produced "Another player drew that card first", cards vanishing from the source deck, and cards that silently stopped syncing afterwards. The draw now completes correctly underneath the drop.
  • Checkpoints are faster: the duplicate check no longer loads large snap-point records it never needed.

Draw to table

  • Double-clicking a deck, stack or bag, or using Draw from the menu, now lands the piece the same way a drag would: a card onto a loose card forms a deck, onto a deck joins it, a token onto a matching token stacks. Successive draws form a pile beside the source. The source pile is never rejoined, no-stack zones are respected, and the merges are quiet (they show in the activity log, not as toasts).

Layout zones

  • Grids keep their order. Clicking or selecting a card no longer moves it to the end of the grid on the next re-layout, and every player now computes the same grid. Relaying out a grid that is already laid out changes nothing.
  • Dropping a card between two others puts it in that slot. The first layout of scattered pieces uses reading order.
  • Decks and other pieces without an explicit size are measured at their real size, so they no longer get squeezed into cells a third their size and overlap.
  • Stacking two grid members into a deck keeps the deck in its slot instead of snapping it back to where it was before the grid re-flowed.

Table UI size

  • Deck and stack counters, zone and object resize handles, and the lock icon now keep one size on your screen at every zoom level, and stay upright no matter how your seat is rotated. Each player's screen decides this for itself.
  • The size is chosen automatically from your screen resolution. Player Options has a new Table UI group with a slider from 50% to 250% and an Auto button that shows what auto would pick.
  • Counters are smaller and sit just off the corner of the piece instead of covering it.
  • Each piece now has one status column at its top-right corner: the counter first, the lock icon below it when you hover a locked piece. The column keeps its spacing at any zoom, so the chips never overlap each other, and anything a piece needs to show in future takes the next row.
  • Snap points now scale gently with zoom and resolution: still findable when you zoom out to the whole table, not enormous when you zoom in.

Bug reports

  • A failed image is recorded once per URL, with the answer the URL gives a second later, instead of as an unnamed "uncaught" error repeated per image.
  • An interrupted panel animation no longer appears in reports as an error.
  • Fixed some issues with the Wizard not saving some properties in certain cases.